RolGD's Forum Posts

  • I did some testing and turning off minified mode helped play more sounds, but not all of them yet.

    To highlight some information that I didn't provide before: In the project preview, everything works normally.

    The project has webm and mp3 files and both have items that work and those that don't. After exporting the project (in the exported project folder) all are webm.

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  • Oh, its great to see you here, Dop. I got back after a while and whe I think about help and users here you are what comes most clearly. I was thinking about tagging you in the post.

    Thank you a lot, I did what you said, and got this mesage:

    Do you know what to do?

  • Not sure if this is the right section for this questions ( sorry if not )

    I export the project but when I play it most of the sounds and music, with the exception of the Restart screen music, they don't work.

    Please, does anyone know what could be happening?

  • Solved!

    So I realized that this two functions, in the way I was using, could work for a inside range, because one condition not exclude, but complement, the other, but not for a outside range because or the enemie match one condition or match other, not the two at same time. So, how I used the conditions together (like I have to use to the inside range case) this was not working.

    So a OR block can solve this.

    Thank you guys for coming.

  • AllanRI'm seraching for enemies outside the range with the conditions:

    Enemie.X > Player.X +200

    Enemie.X < PLayer.X -200

    What give me:

    EnemieOutside<...PX-200range...Player...PX+200range...>EnemieOutside

    I try two diferent ways, that above, and invert the conditions I use to caught the inside range.

    dop2000So, besides trying to reverse the conditions, this expressions above its not working.

    So for me "looks like" a simple expression of position, and I think its important to know why its "not working"(or what Im not understanding).

    Thank you guys AllanRdop2000 By now I will see the line of sight Dop2000 indicated.

  • Thank you,dop2000, one more time, btween much others times.

    Nice, Ill look on that. Did you know why its happens? Because the lógic for me is right, só whats happening? It Will be Very usefull tô know better How the thinks Works, I imagine.

  • Hello :)

    I'm using two conditions to set a range:

    Enemie.X <= Player.X +200

    Enemie.X >= Player.X -200

    This is working. But when I use the inverse, it dont work.

    I try two ways:

    -just press I and then inverse the condition

    -set: Enemie.X > Player.X +200

    Enemie.X < PLayer.X -200

    Someone know why?

    Thank you.

    Tagged:

  • Time Behavior:

    Leaving aside the convenience of only a timer to rule every time you want with tags, is there a more indicated pratice between it two? or Shouldn't some of them be assigned in a specifc case because it can cause problems?

    For exemple

    -have multiple timers running at the same time (for diferent tasks) or;

    -a timer concentrating diferenting multiple tasks like "atack time" and "multiple spaws time"( where in both cases I want a very acurated response time) Cause unexpected efects??

    At this moment my project have multiple timers, and I want to add more, and now I dont know if create a new is better or mixe the spaw timers with atack timers is.

    Thank you very much if can help!

  • Thank you so much

    I needed to understand better how the thinks will work, now I understand.

  • Thank you

    I had thought that this could be the problem but I really hoped it could work differently, because what happens is that I had configured many actions with the "system- for every x second" and now I am studying the best way to do this transition. I saw several posts talking about this case and the recommendation is the timer or set up to use the dt to make a proper timer, but from what I've studied so far I haven't seen a way that works for my case, yet. The problem is that I have a lot o spaw actions, with diferente amount of times working in random, and together. I would have to configure many different timers, and also double the number of actions to be able to reset them ... and I want to do this with precision to not change the fluency of respaw I make and tested to make the game works properly.

    I realy acept sugestions

  • I test the expression "random(1,20)" in the amount of time of a time behavior, and set to regular, so its loop. When the timer done, a object will respaw.

    The result I ecspected is a gap of like: 1.20, 15, 8.47, etc....

    The result of the test is: the first time that go to the first spaw repeted to all the others like: the first come after 2...all the other come after two. I do a F5: the first was 8 seconds, all the other goes after 8 seconds. I repeated this some times and the result is constant.

    So I would to know, what I done wrong or if theres something wrong.

    (I imagine is because the regular box, that loop the timer, but I guess it'll lopp with the function of random too) Theres a way to do that?

    Thank you verymuch if you could help.

    Tagged:

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  • Sorry I just noticed your reply now!

    I did it at the same day and recovered the file! Thats a limit time and it will recove all the files deleted in the period, and I dont know the details of this process and if it is safe, so I prefer to avoid come to this point XD but work for my case.

    Thank you very much

  • dop2000Oh, reading again your post I see, I realy used for each second.....so this should be the problem. Thanks very much, knowing that I will work on a solution.

  • Very thanks for you to coming!dop2000Tomycase

    knowing that this should not affect I will look for a reason for these unexpected spaws to be receding.

    About the control, by itself is not being a problem for my case, so if there is no related problem it is worth by now.

    It was good seeing you!