Ragevortex's Forum Posts

  • ArcadEd ok cool ... I just checked the "updated plugin" I found in the thread... still needs work I guess.... more waiting in queue for now.

    Thanx for clarifying tho

    Keep up the good work mon.

  • ArcadEd hey did you ever get the "Getting Google Play Services to work" part in... I kinda skipped trough a bit

  • I made The Chocolate Hearts Eating day just for fun in Valentines... (and testing spriter which I loved)

    Here's some screens. (not much time spent in it... i may go ahead and work on it further later on)

    [attachment=2:3eiaizm9][/attachment:3eiaizm9]

    [attachment=1:3eiaizm9][/attachment:3eiaizm9]

    [attachment=0:3eiaizm9][/attachment:3eiaizm9]

    I posted it in the Arcade for those who want to give it a try. HERE

  • Yup I'm facing the same issue. At the moment I'm waiting for the google play app to load completely to see if what I'm doing works... because my game has been ready for months and this is holding back several other projects. I even posted a challenge to see if a plugin developer made a hit on it but there's no takers so far.

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  • It is my understanding that everything or mostly everything gets reset when you restart layouts however for cases (like in the game I'm making) in which i want to have absolute certainty and control I usually have something like this setup:

    Global variables:

    MyTimer = 0 (original value of the variable)

    Events:

    On start layout | set MyTimer = 0

    ...

    This way I make sure that it's always 0 when I restart that layout.

    Remember if you have a text field or something displaying your time value you have to check that is correct too.

    I hope this helps you a bit its not much different than what i posted in the capx originally.

  • punkineo heh funny... I see what you did there with the name and the wind

    I remember back in the megaman days one of the stages (wind guy who I cannot remember the name of stage) there was a gust of wind that blew the player backwards at certain time intervals. If you were caught jumping at a bad time you got swooped into the emptiness below. I'm not sure if that's what Serge Low wants to do but I still hope it helps.

  • Ok here's an example I hope its better explained this way.

    Basically I made a global variable "WindTimer" and set it to 0 as my default.

    in

    System every 1.0 seconds I'm removing 1 from WindTimer

    Also I set my timer thisway to prevent negatives

    System WindTimer (les than or equal) 0 | Set WindTimer to 0

    ---

    So lets say every 5 seconds I set my WindTimer to 8 (so that you will be recieving wind for 8 seconds

    if my WindTimer is greater than 0 | apply force 200 at angle 180 at image point 0

    I hope it answers your question. The Capx should be a bit clearer since you can see it in action.

    [edit] as a side note it probably would be wiser to change the 5 for a 10 and the 8 for a five so you don't have overlapping "perpetual" wind like in my capx

    Good luck

  • You could try making a variable for your *y* seconds and remove 1 every second and set it to 0 when it goes below 0 then all you would need to do is set it to the ammount of seconds you want it to last when the conditions are right.

  • Works fine here too. Must be a plugin error.

    Tried it in: Chrome, Firefox and IE.

  • Any time! Glad I could help even if a little. I like this community it's very active and responsive.

  • Well then there's several things that could be happening I'll do my best to explain my experience so far.

    Firstly I'd try checking that the sound format is the correct one:

    In my case I save the sound/music in wav format at 22000khz and construct doesn't give me any trouble with the conversions. I'm not sure if its a compressor problem on my side but it's working fine for me this way.

    Additionally I found out that Construct 2 is using 2 different folder thingies to manage sound and music. I'm guessing it does this so that you can manage both independently or with some performance increasing whatchamacallit. Ashley should be able to shed some light on that one. However for my game I put my music (which is short and loop able) in the same sound folder instead of music. This helped me solve a weird issue in crosswalk that I had to lower/raise volume independently for sound and music which quickly became annoying for me.

    Also with this setting when you want to hear a specific sound (in my case music) you have to pre-load it on the stage before it or you make a very annoying pause which robs from the game feel/flow a great deal. (especially in games where your music should change immediately)

    Another note, when you're using Intel XDK and making your android /crosswalk game there's a switch in one of the options where you have to turn on the use of "media" it says something along these lines

    MEDIA : The Media object provides the ability to record and play back audio files on a device.

    So far this has been my experience and it's been working for my game. I've published in CocoonJS, Crosswalk and Android and all work with my music and sounds so far.

    I hope this helps you a bit.

  • Katala Looking real good... would be lookign forward to a tutorial if you ever decide to make one ...an iso engine would be nice too ... glad to see you're using Blender. I used to be a max user when I found blender I stopped using max all together... plus its free you can't really compete with that.

  • I sent you a PM to try and clear out the problem. Maybe I can help you a bit on this.

  • Just saw this video and the other topic. Very nice mon.

  • Awesome. Thanx for posting. Just commented.

    soo... next step? Everyone make games for this heheh