Ragtime's Forum Posts

  • Note: the loading screen doesn't work with C2 r105 neither, I really must have missed something important... <img src="smileys/smiley29.gif" border="0" align="middle" />

  • What works fine? <img src="smileys/smiley30.gif" border="0" align="middle" /> The loading screen (my current problem) or the main menu in r100+ ?

    My browser: Google Chrome Version 22.0.1229.79 m (Windows 7)

  • If I don't update to a more recent version, it's because my main menu is broken with C2 r100+... So I prefer to keep using the "not so old" r99 for the moment.

    edit

    Thanks!

    Rag' <img src="smileys/smiley3.gif" border="0" align="middle" />

  • Hi!

    I followed 2 tutorials but still have difficulties in creating my own loading screen. It looks clear but... it just doesn't work.

    Note: I'm currently using C2 r103.

    The two tutorials in question:

    Ashley's tutorial

    Przemek32767's tutorial

    Here is what I did:

    The project settings.

    <img src="https://dl.dropbox.com/u/39121175/LoadingProblem01.png" border="0">

    What is currently in the "Loading" event sheet.

    <img src="https://dl.dropbox.com/u/39121175/LoadingProblem02.png" border="0">

    And finally, the resultat: nothing's changed. The default loading screen appears...

    <img src="https://dl.dropbox.com/u/39121175/LoadingProblem03.png" border="0">

    Here is the capx!

    I just don't know what I did wrong... I may have missed something extremely basic, but I dont' get it. If someone can help... it would be very cool! <img src="smileys/smiley12.gif" border="0" align="middle">

    Thanks in advance!

    Rag'

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  • Awesome plugin :)

  • Hi!

    I'd like to know how to detect the collision between two objets of the same type.

    In my case, two enemies:

    <img src="https://dl.dropbox.com/u/39121175/collision_same_instance01.png" border="0" />

    I want the nearest enemy to stop moving if it collides another enemy, but... it's confusing since the two enemies have the same object name.

    How would you proceed?

    Thanks in advance!

    Rag'

  • Thanks all of you for your answers, I think I've found what I was looking for :)

  • Hi!

    I'd like to know if it was possible to consider variable names as strings, in order to make some operations easier and avoid duplicating conditions.

    Sometimes like this:

    <img src="https://dl.dropbox.com/u/39121175/ManipulateVariableNamepng.png" border="0" />

    This would allow to avoid duplicating conditions "if GunType=1" "if GunType=2" "if GunType=3" etc. (I don't have many GunType but still, it would be more... clean)

    It worked with animations (anim1 anim2 anim3) since the animation name is already considered as a string, so I just had to change the number without converting the variable name into a string. It was extremely convenient, I must admit.

    In the example above, I turned the variable name into a string with the str() function but... I didn't work (logically since I converted the variable itself, I suppose). How to "manipulate" a variable name like if it was a string? Is it possible?

    Thanks in advance!

    Rag' <img src="smileys/smiley32.gif" border="0" align="middle" />

  • Awesome :)

  • I've never used CocoonJS or AppMobi, can someone explain me (just a short "summary") how it will work with the enhanced r100 exports?

    Will I have to have a mac to export or something, as any iOS developers?

    Will it be easy to install and launch a game made with C2 on an iOS device? What the difference between an app developed with C2 and a native app? Possible to put it on the AppStore with a develop account? In-app purchase, GameCenter and other features ?

    How will it work..??

    Sorry to ask such silly questions, but I'm so... lost :o

  • Hi, thanks for taking the time to answer :)

    Actually, my problem is not the formula but the fact that there is only one audio object and many sounds to play at the same time (for the same kind of enemies) with various volumes. <img src="smileys/smiley29.gif" border="0" align="middle" />

  • Hi!

    In my game, there are many enemies on screen. For each enemy killed, I play the same sound, currently at the same volume.

    Is there a way to set the volume of each killed enemy according to the distance from the player?

    I don't know how to proceed since there is only one audio object, but I suppose there is a way to do so.

    If someone can help... thanks in advance :)

    Rag'

  • It didn't work and it seems normal since on the start of the layout, the tag in question doesn't exist yet. It's defined at the very moment the sound is played for the first time.

    Well, I've found a rough solution: make this sound volume lower in a sound editing software. It's a kind of defeat but something's clearly missing in C2... <img src="smileys/smiley18.gif" border="0" align="middle" /> (the possibility to assign a tag without playing the sound)

    Thanks for your answers, all of you! <img src="smileys/smiley32.gif" border="0" align="middle" />

  • The problem remains the same in these two cases: a very very short sound is played (probably for a frame) and THEN the volume is set lower.

    As I said, you HAVE to play the sound to assign it a tag (even with "preload" you cannot do it), and use this tag in order to tweak the sound in question. So it seems normal that the sound is played normally for one frame before you can tweak it.

    Is there nothing to tweak the sound parameters before it's played? If so, something's clearly missing in C2. <img src="smileys/smiley30.gif" border="0" align="middle" />

    Did I miss something obvious?

  • Hi!

    I have a problem with the audio feature:

    <img src="https://dl.dropbox.com/u/39121175/SoundIssue01.png" border="0" />

    My problem here is that the sound seems to be played loudly for a frame and then the volume is reduced...

    I'd like to set the sound volume BEFORE playing it for the first time, but I don't see how: is it possible?

    The sound I want to set the volume is identifyable by its tag and this tag is defined when the sound is played... So I don't see any way to set the volume before the sound is played.

    I could change the volume directly in the file the but still, I'd like to master these audio things in C2 (and it could make the process easier), that's why I ask this question.

    Thanks in advance for your help :)

    Rag'