narFsnw's Forum Posts

  • When I try to run your capx in ludei's CocoonJS Launcher, I get a low framerate (around 14-15) with both the text object and the sprite font.

    Actually, CocoonJS with WebGL seems to have terrible performance everytime your update a text object. So if you do that every tick, the performance are terrible.

  • I'm also wondering what the installation process looks like and what can and cannot be done with it.

  • You seem to say that to use your plugin, there's a lot of prerequisite. You mention Parse, Urban Airship and Ludei Premium Account. Can you go into more details as to why they are required, how much we can expect this to cost, provide links. Without this info, I can't say I would be confident to buy your plugin.

  • Ah, so there isn't a single function to do this. Is there a way to ask Construct for this new feature? I mean a function where you give it a number and specify the decimal you want to keep. I'm pretty sure there's already a function like that in javascript. I guess it's in Math.

  • Hello,

    The round() function always round the number to integer. How do I round a number to a certain decimal?

    Something that would do this:

    1.23456789 --> 1.23

    1234 --> 1234.00

    123.456789 --> 123.45

    0.123456789 --> 0.12

    I tried various combinations of left(), round(), float() and zeropad() to no success.

    Is there another function that would do this?

  • I have the same question, for iOS.

  • Ah nice! Exactly what I was looking for. It's a weird workaround, but it works fine.

    Thanks, ramones!

  • Ah, I see what you did. You used a family variable. Interesting. (and thanks for your time creating that capx!)

    But that's kind of a "manual" solution. Do you know if there's a way to do it without a variable? Like, is it possible to check for object type in a condition?

    Something like "If Object-type is "box", do ..."

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  • I have a family of objects. I have an event that says "when a member of the family is clicked, do something". Is there a way to differenciate the specific object type that was clicked?

    Here's a basic example of what I mean:

    Family "Pokemons" contains the following objects: "Bulbasaur", "Charmander" and "Squirtle".

    On Mouse click on "Pokemon", do something. If the Pokemon is a charmander, do another thing. If it's a bulbasaur, do something else. And so on.

    (The text with emphasis is the part that I'm wondering how to do)

    So, again, my question is, in an event that was triggered by a family, how can I figure out which family member (which object type) is actually involved?

  • I'm guessing it might be just a browser technical limitation.

    Anyway, maybe you could think of a formula that could match the time of both your 2 audio?

    Like...

    If you were at 55% of your "fast" music, then move the playhead of the "slow" music to 55% too?

  • gamesura: You get to choose in the Audio object's properties if you want timescale to affect music, sfx or both (or none).

    signaljacker: One way of doing it, is to use an audio program like audacity to create a version of your music at lower than 50%. Then, you would need to create a system that will uses either the normal music or the 50% music. And for that, you can't uses the build it feature that match the audio speed to the timescale speed. You have to create your own system that will watch the current speed and will adjust the pitch of your sound. If it goes lower than 50%, then you use your alternate music file that is already at 50%, so that you can lower it even more.

    It's complicated...

  • I'm wondering if it might be a bug in Construct maybe?

  • I have a project where the timescale moves a lot, between 0.2 and 5. I have set the audio so that the music scale with the timescale.

    I have 2 issues:

    1) When the timescale goes below 0.5 or above 4, the music is cut. I mean like no audio at all. Tested on Chrome and .exe export on Windows 7.

    2) In Windows .exe (but not in Chrome), when the timescale goes below 0.5 then goes back to above 0.5, there's a loud white noise. It never goes away. You need to close the game.

    I created a simple test .capx to test this: dl.dropboxusercontent.com/u/3132932/DropShorty/test%20audio.capx

    In the test project, you can press Z, X and Spacebar to change the timescale.

    And here's the .exe export: dl.dropboxusercontent.com/u/3132932/DropShorty/test%20audio%20win32.zip

    Is there any solution for that?

  • Is there an update on that "enable/disable effects" feature you were talking about, Ashley?

    I mean, turning off WebGL did the trick, but I was hoping for something that would turn off effects only in the editor.

  • Hmmmm... I don't know?

    I don't know what "joints" are.

    The effect I was looking for is kinda like a rope. I mean, the horse is not directly attached to the car. There's some sort of "loose".

    I was using "Pin (rope style)" to achieve this. Is there a "joints (rope style)" to create a similar effect?