MtnMetaMan's Forum Posts

  • brunopalermo I can't dive into the file until later but at first glance this is amazing and probably will get me quite a ways down the path. Can't wait to study it more and learn from what you have shared. REALLY appreciate you sharing that. Once I have had the time to look it through I will definitely come back and let you know how it went. Thanks so much!

    Really appreciate your time as well. I am going to read through what you shared as well and see how I can apply. Thanks for spending time to respond! Great community as always.

  • I am trying to do the following but having a hard time know what to search in the forums and online when it comes to terms. Some guidance would be massively appreciated.

    My first screen determines how many players will be playing the game. So I ask, how many players. This is a board game that can have upwards of 10 players.

    So let's say they would like to choose 3 players. I would then like to create 3 instances of the player object AND assign them each a player number via an instance variable called PlayerNumber. Or... I don't have to create the player object yet.

    The other thought I had was gather all the information about the player before creating the player object as the following screen I need to have the player make a few choices about their character. They need to choose a class, game piece color, etc.

    When the # of players is selected on the first screen, say 3 players in this case, would it be better to create an array that has a row for each player. Then as they choose class, piece color, etc. we would fill the array? Then finally when the game starts we would create a player object that represents their game on the board with the selected color, etc.?

    If that is the better direction how do I create an array on the fly and set the rows to how many players there are from the variable.

    So the array would maybe be something like this...

    Player Number Name Class Color
    1 Joe hunter red
    2 Dave mage green
    3 Sarah ninja orange

    I would then fill each of the array spots with their choices. Then once we load the game board I would need to be able to create the pieces based on their choice during the setup screens.

    If you can direct me to the best tutorials on how to go about this or provide guidance of let me know what you need for me to gain my answers I would be mega appreciative. Thanks for your time spent! Means a lot!

  • Ok, so answered my own question. Clicked on the "set collision polygon" menu item and then went back to the animation section and right clicked and then I was good to go again. Not sure what I was doing wrong there. I think I was on the marquee tool and it was not allowing me to add sprite strips.

  • Been messing around with this for an bit now and cannot find the answer on the forum or with just playing around. For some reason I am unable to import a sprite trip in the animation window. The import sprite strip option is just grayed out and inactive. What am I doing wrong. I know I am doing something stupid and any help is appreciated.

  • I think my issue is slightly different and therefore have moved to a new thread. However, I thought that you guys may either have insight or benefit from the potential outcome of that thread.

    Have a look...

    iOS mute/unmute issues & sound vs. music folders

    Thanks for trying to help me out! As always the C2 forum has been great!

  • Was on the forums yesterday trying to look around and figure out what I was doing wrong with my mute/unmute buttons within a game that I am developing. Found some pretty good things to try but never really landed or gained a clear understanding on my issue.

    In most of the game myself and my team develops we are using a simple audio toggle. Typically I prefer to just mute/unmute sounds as opposed to pausing them. This works great till we start testing on iOS platforms like iPad and iPhone. The game that I was having trouble on had a lot of time sensitive sounds and pausing would have made things a bit strange. Stopping sounds would have presented less issue but would have still wreaked havoc on certain screens.

    That being said I figured out that if I put my audio files in the "Sounds" folder then the mute/unmute feature seemed to work great while audio that was left in the "Music" folder did not follow suit. The quick fix is obviously to move all the sounds into the sounds folder, but I know that it is NOT a great final approach.

    I tried to work with playback rate as seen in the following forum post but was unsuccessful at getting it to work properly...

    How to properly set a mute button?

    I also read and learned some great stuff about how to pause and then resume at the proper spot in the music as seen in the capx included in this post...

    Audio Mute and Volume issues on mobile

    However, that was not quite what I was looking for either in that I needed the my time sensitive sounds to keep playing while they were being muted so that it would line up with the timing of the game in case the player decided to turn the sound back on in the middle of play or a round.

    I have included the capx file of the basic problem below. If anyone knows how to get the standard mute/unmute to work out of the box on files within the music folder for the iOS platform that would be great and insight would be much appreciate.

    Audio Mute Test CAPX

    There is a huge chance that I just have something bone headed set up here and external eyes would benefit me greatly.

    Thanks for the time! I look forward to any replies

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  • MaorKeshet, did you learn anything else on this issue. I am having what sounds to be a similar issue with mute/unmute on the iOS platform. My in game audio is working beautifully within the game but when I switch to testing locally or deploying to the web the mute/unmute feature is not working the same across platforms. I am using tags on various audio throughout my build and went with a toggle variable for the sound.

    I am wondering if this has something to do with how iOS handles audio. I know that it will not play before the user touches the screen but don't understand how it could really effect the mute/unmute feature.

    At least wanted to let you know there was someone out there with a similar problem. Anybody have a fix or suggestion? It would be much appreciated!

  • My team and I have created a few casual games within C2 now and am wanting to create a shell app that houses them all. A sort of library or arcade that would be able to pipe in other Construct 2 games or any HTML5 game for that matter right into the app.

    Has anybody had experience with this or know any of the pitfalls out of the gate?

    The app would essentially be a simple grid of thumbnails with the 5-10 games that we have produced. Each game would live in it's own folder on our servers and could be reached via the web via a normal URL path.

    Is this even possible through construct or would we want to try and build something like this in another type of software like a phonegap, etc.?

    We were even thinking about something that uses a a basic XML file to build out the grid and options and then would call each game and embed it right into the app as needed.

    Would there be any issues in the approval process through Apple, etc. that would cause something like this to fail right out of the gate? I have a feeling there are some pitfalls on the approval front that I am unaware of.

    Just trying to gain insight as to the feasibility of the whole idea and thought the forum would be a great place to start. If C2 can be used as a starting point for something like this where should I start reading to get started?

    Thanks your time!

  • Thanks for your time putting this together. Really excited to see it and learn what you have done here. Sounds like I am going to be able to utilize the concepts mentioned for sure.

    Side questions. Where did you get the r147 version. I am developing in a team and assume you picked up the beta of that at some some point. I found the download but since we are in the middle of live projects I don't want to have the other members of my team upgrade if the version is not stable. We are on r146 stable as seen in the download area of the site.

    Thoughts? and thanks again!

  • Just realized this is in the Construct Classic part of the forum and therefore I should move my conversation somewhere else. Should I delete my non relevant post as well? Apologize for not being in the correct place.

  • Thanks so much for the reply but I am on a newer version of C2 and cannot open to have a look at the example. Appreciate your time uploading Jayjay!

  • Took a stab. It seems to be working properly although I am wondering how to optimize make a lot more efficient as I can't imagine this being the most efficient approach. Any suggestions, improvements, etc. are greatly appreciated. Thanks for the time

    Here is the link to my .capx file via dropbox:

    db.tt/AzLg3meh

  • Sorry for the delay in responding back to your reply. I really appreciate the ideas. However, I am still having a hard time implementing. I am trying to figure out the best way to clearly state my goals or plan. I will do my best to clarify.

    Here is the idea. I have a sentence that I am wanted the player to build one word at a time. To build the sentence the player must move to one of three lanes and choose the correct answer. So each sequence has one correct answer and 2 incorrect answers. I would like to do a few things here.

    1) Randomly generate the location of the correct and incorrect answers for each word in the sequence.

    2) Randomly generate the incorrect words for each sequence.

    Here is an example for a 5 words sentence...

    Word 1 in sequence: correct word 1 - wrong - wrong

    Word 2 in sequence: wrong - wrong - correct word 2

    Word 3 in sequence: wrong - correct word 3 - wrong

    Word 4 in sequence: correct word 4 - wrong - wrong

    Word 5 in sequence: correct word 5 - wrong - wrong

    Does your method still apply here after a little more clarification, or at least what I hope to be clarification.

    Thanks again for any time spent replying!

  • Was trying to solve this same problem as simple as possible and looks like all the .cap files are out of date.

    I am trying to create show numbers 1-3 randomly without repeating. Seems pretty simple but I am just getting stuck as my programming skills are not great. Any help is appreciated.

    Here is what I have tried.

    I have set three global variables.

    varX

    varY

    varZ

    On start of layout I am setting each of those...

    System > Set varX to floor(random(3)+1)

    System > Set varY to floor(random(3)+1)

    System > Set varZ to floor(random(3)+1)

    I am then setting text boxes on the layout to display each of the variables.

    What are my next steps to check that all three numbers are different. 1, 2, 3 should show up in a different order each time.

    Any help, explanation, etc. would be greatly appreciated. I am sure there is a much more simple way to approach this. Thanks for the time!

  • Ok, did a little more reading and ran across this forum post which I thought had some good information in it...

    scirra.com/forum/multiple-screen-size-image-size-optimisation_topic52276.html

    However I am not sure if the issue was solved. So lets say I design at 1200x675 as mentioned in my first reply and then I am view the game within a viewport that is much much larger... say 2500px wide. It will pixelate and not look great however the file size is manageable for mobile devices.

    Should I then be creating these images at higher DPI and dimension say 16:9 at with a 400px width. Then Construct will crush down and the it will be nice sharp at almost any resolution without impacting the mobile load times. Seems like that is not possible.

    In regards to the tiled background I clearly misunderstood. Obviously you would need a repeating element for that work. So I guess what I am asking or or wondering is if you have a nice 16:9 piece of scenery that your game is happening on top of it is better to break that up into as many layers as possible instead of have just a single large image? That also brings other advantages if you want to integrate parallax or BG movement I suppose. Seems like that would be a space hog verse one file but what I feel like I am hearing is that it is better to break up your background into multiple layers instead of that single image.