MrMiller's Forum Posts

  • Hey Steven,

    I actually just bypassed the original issue by sticking with layout duplications. Not perfect, but presentable.

  • I don't know if this one is in any of the newer versions past .62, but...

    -Option for exact duplication of a layout, including all events and objects - sometimes you want a layout that's exactly like the one you've already made but with minor differences, and recopying code is inefficient and time-consuming if you have a number of events in the layout you're duplicating.

    This feature is badly needed. There should at least an option to include or not include all events in the duplication.

  • Thanks, Steven.

    No dice though. Another Global variable that was running perfectly until I duplicated a layout is now broken also. It works fine in all the original layouts, but in the duplicated layouts it's dead and that's with every single part of the code and all objects copied and made global from the original layouts, too. Very, very strange.

    Maybe it's all just .62 issues? My next project will be in the latest version of Construct, so hopefully if it's a bug it was solved some time ago.

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  • I have 4 layouts, and a global variable named exactly "Layout Jump". The layouts are:

    *Beginning

    *Middle

    *Power down

    *Ending

    When the "Power down" layout goes to the "Ending" layout, the global variable begins here and sets itself to '2' at Start of "Ending" layout. After the "Ending" layout finishes, the game restarts to the "Beginning" layout.

    Now, I'm trying to do two things:

    1. Make the "Power down" layout recognize that the Global variable value (using "Set Value") is '2' and then go back to the "Beginning" layout. My GV code in the "Power down" layout is:

    Is global variable 'Layout Jump' equal to 2 -----> Go to Layout "Beginning"

    ... but it's ignoring this command.

    2. Make the "Beginning" layout recognize that the Global variable value is '2' also, thus causing the program to skip the "Middle" layout and go straight to the "Power down" layout.

    In a nuthsell, I only want the "Middle" and "Ending" layouts to play once and then never play again.

    I've got several Global variables working perfectly right now, but this one has me pulling my hair out... please help me before I go completely bald!

  • -An update to the video functionality - option to have or not have the timeline bar visible in videos. Plus, support for all the major/popular video formats.

  • -Abilty to lasso and change the individual frame speed of a group of frames in the animation editor --- if you use a lot of frames per animation group, then you know that having to click on each one and set it individually can be nerve-racking.

  • -Ability to tilt and/rotate text boxes with your mouse inside the layout editor, the same way we can with graphic assets.

  • -Ability to paste sprites and text to other sprites with either a snap-on function in the layout editor (see Wix.Com's website editor, it has this function and it's great), or inside the picture editor... and still be able to separate the images whenever we want.

  • I'm still using .62 so if this has already been added, please forgive me:

    -Ability to lasso any number of events... then copy and paste them into other layouts.

    -This one is nuts... ability to export and then send and receive single layouts between developers, so that you can easily create development teams where everyone can work on one part of the game without having to wait for someone to finish and pass the file around. Then the team leader can receive all layouts and then be able to place those layouts into the main project file.

    -Here is another crazy one... how about a feature that lets you tilt things in a 3D-type space like Google Sketchup. It would need to of course maintain a higher picture quality, but think of the possibilities of being able to program events that made the tilt change position and direction based on how the character moves.

    New objects that handle popular video game features...

    -Custom music track object... This would allow gamers to add their own custom music into the game themselves by selecting it in a game menu and then searching his/her hard drive, and saving the music into the gamesave file. It should be event-based meaning that the programmer can leave it open to the gamer to set the music for any number of -in-game events that the programmer has left open. For example, music that plays for each level, when a player dies, when a player clears a level, finds an item, etc, etc... whatever the programmer leaves open, the gamer can add custom music for it.

    *More robust loading capabilities that will not only load objects, sounds, and sprites in other layouts (i.e. you're in layout 1 and it starts loading everything in layout 2), but also gives you visual feedback that it's loading and let's you know when it's fully loaded (with the feedback being able to be turned on or off optionally by the programmer).

    *Layout Replay feature- this would be great for sports games. The featute would allow you to set it to where it will replay what just happened in the layout automatically (auto-replay) or by the user pressing a button to call up hiw own replay (user replay), all of which would adhering to the angle, position, speed, camera on sprite, with or without audo from that layout... and the programmer can set the beginning and ending points (i.e., I could set it to where the replay plays only from the point where the ball was kicked, and stops when the ball hits the net or goes out of bounds, etc).

    User Button mapping- This would let the gamer easily reconfigure the button commands the programmer has set.

  • Exports!

    Export to XNA. This would be a gamechanger since we'd be able to get our games on various MS platforms after some minor translation work in XNA after the export.

    I'd also love an export for Android, Iphone, Flash... I think exports in general would be game changers. But everyone is already making some kind of thing for Flash and mobile phones. I can only think of one other Construct-type game maker that exports to XNA, but it's hardly used in the Western world. It would attract a whole new userbase.

  • > Construct is the future, and the future is now.

    >

    it funny, you look so serious

    look like a Micro$oft conference

    Oh, you CAN see me, eh?!!! I was suspicious of this for a long time, but now with that post I know for sure you've been spying on me! And all this time I've been completely naked!

    Rest assured, I have contacted law enforcement amd they will be coming to get you very soon!

  • Construct is the future, and the future is now.

  • http://www.wix.com

    Flash, effects, everything you need. It's presentation functions are so quick and intuitive, I wish there was a plugin of it for Construct.

  • Hmmmm, this is weird... here are some new issues I'm encountering:

    -At the start of the layout I loaded two .wav files. I tried it loading each from separate Xaudio2 objects. I had one on channel 1, the other on channel 2. I also tried it loading both .wav files from the Xaudio2 object and also putting both files on the same channel... I used "play channel" to play the .wav's.

    ... the result in both situations... a very nasty, loud, garbled electronic sound from one of the files, and the other file playing normally. Very, very strange. It's basically a situation where I'm not able to play more than one sound file at a time.

    -I also attempted to load an MP3 at the start of layout, and then "play channel" to play the file. But, the file doesn't play. If I select "play music from file" it plays but causes the layout to pause. In fact, If I choose "play music from file" with .wav's it does the same thing. All of this happens even after loading the file at the start of the layout.

  • ^^^ I ignored those for some reason. I guess because my other sounds played without the hitch I thought it might've been some other issue. Thanks for the tip, I'm going to try those.

    I have a two-part question... the layout where I'm trying the talking audio doesn't last for long. It only lasts until there is a collision and that takes about 3 or 4 seconds, then it jumps back to the previous layout. This is done by design. My fear is that in layouts where I need a lot of dialog with some of it triggered by collisions (also by design), there may be more pausing hiccups.

    1. Do you think these actions you've pointed out will address that and keep the timing smooth without there being hiccups? I haven't done all the audio yet and I'd hate to do it all then have it cause a bunch of stops.

    2. Is there a way to load audio for the next layout? For example, I'm in Layout 1 and I want to start loading the audio for layout 2?