sagispin's Forum Posts

  • You need the Media Feature Pack for Windows 10.

    https://www.microsoft.com/en-us/downloa ... x?id=48231

    Thanks for the help but it sais "not comptaible"

    i tried instead

    Media Feature Pack for N and KN versions of Windows 10

    https://www.microsoft.com/en-us/downloa ... x?id=49919

    but its still not working

  • We haven't changed the encoder for a long, long time so even if you downgrade I assume it will work identically. Did you get Windows 8 N or one of the variants without media features? If so, it'll be missing the ability to encode AAC. You'll have to find your own encoder in that case, encode the .wavs yourself, then just import the .m4a files in to Construct 2.

    i have windows 10 Pro N and im getting this errors when importing a wav file:

    w7aacenc.exe - System error MFPlat.DLL was not found

    w7aacenc.exe - System error MF.DLL was not found

    converted to OGG, bug failed to convert to AAC.

    i have to use external converters to fix the issue?

  • wait, so which pin behavior is the best!?

    rex or prominent

  • check out this plugin

  • Another suggestion: Why not implement all the Touch plugin coordinate translation functions ( X("layer"), Y("layer"), XAt(layer index) and YAt(layer index) ) to every plugin wich uses coordinates? It's pretty handy, and specially so SIMPLE!

    Right now, Im using an action on a Construct 2 project that obtains the equivalent coordinates of a sprite on another layer (with different parallax, scaling and all that, so I need to translate coordinates) and it goes like this:

    CanvasToLayerX("Layer1",LayerToCanvasX("Layer2", sprite.x, sprite.y) ,LayerToCanvasY("Layer2", sprite.x, sprite.y))

    (Same thing for Y)

    While it could be so much more elegant and ABSURDLY EASIER with:

    sprite.X("Layer1")

    I bet anybody who ever had the need to set up something like that did struggle with it at least a little (I sure did!)

    that would be awesome to have

  • "Visual plugins (e.g. Sprite) appear in the layout and draw something to the screen.

    Hidden plugins (e.g. Array) are placed in a particular layout, but do not draw anything to the screen.

    Project-wide plugins (e.g. Mouse, Audio) are added to the entire project, and can only be added once."

    https://www.scirra.com/manual/69/plugins

    the problem:

    if for example i want to have a family with just the pin behavior, i cannot place there a sprite font, a sprite and a spriter object.

    but i can add a pin behavior for each of this objects individually.

    i suggest another type of family that is not plugin based, it will lose the plugins, actions and conditions.

    but it would share the behaviors / instance variable / effects.

    you start by creating your family and adding sprites as usual ,if you then try to add a sprite font to the mix a warning will appear.

    it will state that it will lose its sprite actions and conditions (delete them from the event sheets).

    and will only keep its family behaviors / instance variable / effects and transform properties (if its a visual plugin).

    you cannot place 2 objects from different plugin-type (Visual|Hidden|Project-wide) in family

    its probably a lot to ask, but im sure heavy users will love to have this

  • I thing it is heavily dependent on the language and the translator.

    Working with a translator that understands your game, will get you a good translation (he might suggest, that translating the title is unnecessary).

    Btw i would have help with with the title if i knew those languages.

  • You should try using flash and photoshop to create your png seq.

    Make your fixes there, and then you can easily export a png sqe from flash and place it in 2

  • Just make the features you want to be separated modular (so you can swhich them on/off with a variable).

    lets say your second version exclusively uses certain

    c2 objects | sprite frames | sprite animation | game icon

    then there is no easy way to load those dynamically by using a c2 variable

    1) all sprites pngs must be downloaded to the device when the game launches (you can load from url, but then cant use ImagePoint)

    2) you cant remove object instances from a layout before its loaded (cant dynamically build a layout)

    3) cannot dynamically change game loading icon file (can be fixed by editing the exported file)

    4) cannot remove animations and frames from a sprite, before its loaded

    i hope this will change one day. wink* wink*

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  • Users cannot cover the full execution of an idea.

    We dont know the full picture of the software.

    I have been programming with construct for 2 years full time and i still strugle implementing basic design patterns.

    By making c3 a subscription module, your target audiance is more pro game studios that needs more tools.

    (Some of my issues: no namespace for functions, family with sprite and sprite font, no api, no .dll)

  • Nice feature!

    That is the kind of things i love to see.

    "The corners are rounded off" -> could totally become a meme

  • Ashley

    "static instance variable" across the all the instances of a sprite for example.

    we have object sprite A with instances A1 A2 A3, they have a static variable called total shots fired. (its just 1 integer in memory).

    (so things can be just a little bit closer to oop)

  • Ashley

    I think the default settings for local variable should be static.

    I also think that it would be nice to have static instance variable.

    i would include a simple capx file of your project

  • Good request,

    Sprie font, tiled background, spriter, tilemap

    or any plugin with an image should have this.

    Maybe by looking at sprite plugin "load from url" in the sdk, you can get some ideas how to do it in other plugins.

    Also it would be nice to have more then 1 animtion, for diffrent colors or sizes.