rabidsheep's Forum Posts

  • I would just use the audio stop function with the tag field set to "". That should stop all currently playing sounds.

  • You can't access its RGBA data directly, but you can use its height variable, or add an instance variable to the background to store that kind of data.

  • I believe that the save game function supersedes web storage. So when you load the game, it reverts to the last save, where sounds are currently set to on.

    To fix it, you should try doing a full save after setting the sounds to off.

    I hope that helps!

  • I know that it works with .exe and iPhones, but I'm not sure about other mobile devices.

  • You might want to try re-importing the audio to your project and see if there was a problem with its conversion to a chrome appropriate format. If you're playing only one sound at a time, this is likely the problem.

    Otherwise, the problem is probably the mobile chrome browser itself, which is notorious for its lackluster HTML5 audio support. Its known to have all sorts of problems, such as not being able to play more than 1 or 2 audio tracks at a time, and simply not playing audio tracks that are too long or too short.

  • This is a great start! I can definitely see this becoming a pretty great game.

  • You could do something like that using the system string functions listed in the manual.

    Essentially, you would loop through the word running the left() function once for each letter (using it to return the first letter only). Compare that character in a giant if statement that adds its given value to the total. Then you would trim down the original word to get rid of the first letter using something like the mid() function.

    Then repeat until there are no letters left.

  • You can definitely achieve what you want with Construct 2. As Jayjay said though, you will probably need to cut up your huge images, but only because it will be better performance-wise. Saving and loading is a breeze as well, and Construct 2 is great for making most types of games, but it is super great for platformers.

    If you're still on the fence though, I'd suggest playing around with the free version a bit more; it tends to grow on you.

  • Stomphoof Yep, just set the tag in each of your play audio actions. Then make your condition check to see if that tag has stopped playing.

    You might want to make the "test >= 0" when into an else though, because right now it will always play BGM1 since test is always greater than or equal to 0.

  • Do the clay.io boards come up? They might be causing the game to crash.

  • You could just use the same tag for all of your backing audio, then when any audio with that tag ends, have it begin a new song selected at random.

    ie.

    On audio ended, tag = "bgmusic"

            if random(0,20) >= 10

                  play audio "track1" tag="bgmusic"

            else

                  play audio "track2" tag="bgmusic"

    then you can just keep adding to the list for each audio track that you have.

  • I don't believe that there is any other way to do it, but you might find something on the subject in the manual.

  • I would do a quick test program and try it out on the device.

  • The most automated way that I've seen so far is to export to PhoneGap, and then use PhoneGap build from there site. It lets you upload your file, and returns it in a bunch of different formats for mobile phones (including apk and ipa).

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  • I wonder how hard it would be to get a Construct project to run on it?