Shockandor's Forum Posts

  • Both Chrome and Construct 2 are the latest versions. I can't attach the capx as it has personal info in (would take too long to explain why) but the sound works in Chrome when offline so I don't think the issue is with the capx.

  • Ok now it plays when I launch in IE but not in Chrome...

    Any help would be very gratefully received.

  • Thanks, Daniel. Good spot.

    On the Scirra tutorial it says audio/mp4 for .m4a files, so I'd just copied that, but shouldn't t be audio/m4a?

    Anyway - I tried changing it to m4a and that didn't work either.

    Has anyone got any suggestions for what might be going wrong here?

    I'm stumped.

  • Hi all,

    I've managed to export my game to html5 and upload it to my ftp server.

    If I point my browser to the index.html file then the game launches and plays fine, but there is no sound.

    Wondered if this might be a MIME issue?

    I'm on a Linux server, so I followed the instructions my provider gave along with what Scirra says about MIME types and added...

    AddType audio/ogg .ogg

    AddType audio/mp4 .mp4

    ...to the htaccess file but no luck. Does that sound right? It isn't working anyway. Anyone got any suggestions?

    (I'm using Wordpress though I'm not sure this is affecting the issue.)

    Thank you!

  • That is indeed very helpful jillhoff - I hadn't seen that. Thank you!

  • Hey all,

    Trying to set up some basic destructible terrain. (I've tried to use the canvas plugin but I don't really think I've got the ability to make that work for me!)

    I wanted to create a tile set, then erase tiles on contact with bullets / explosions etc (so that my player can then drop or move through them) but I can't seem to find a way to select the tile(s) that should be affected, if that makes sense?

    For example, if a bullet strikes a tile - how can I get that specific tile to erase?

    Any help gratefully received.

    Thanks

  • Thanks AnD4D! That sort of helps. Obviously you've simplified things a lot but as soon as I start trying to reintroduce the LOS stuff, the animation and other aspects to the behaviour etc it all screws up again!

  • Hi all.

    I'm trying to create pathfinding AI that works for multiple enemies and my noobishness is causing real issues!

    I've looked at tutorials (Bombing Chap etc) and a few forum posts but not getting very far.

    I can get the AI to work for 1 enemy but not properly for more than that. I created a 2nd enemy and that one only moves after it's seen my player then AI functions correctly. Pressing S spawns a new (3rd) enemy and that one won't move at all. I've tried using functions and using UIDs but didn't really know what I was doing and that didn't work either.

    My plan is to have continually spawning enemies but obviously the AI needs to be solid before I can do that.

    Address for capx (this is everything after the .com of Dropbox.)

    /s/tb659o192n4fwqf/Multiple%20enemy%20AI%20failure.capx

    Any advice would be very gratefully received.

  • That sounds like it might work. So would that be using a container rather than pinning the sprites to each other?

    My capx is shared on dropbox but don't have rep to post full link - you should be able to get to it from this partial link though (it's everything after the dropbox.com).

    /s/b6w5tqw45t0akhi/LOS%20issue.capx

    Appreciate the help.

  • Anyone got any idea?

    The line of sight cone is always "looking" to the right whilst my sprite moves / changes direction etc. How can I make the LOS cone relate to the direction the sprite is looking in?

  • So have been looking through tutorials etc trying to get the hang of using Pathfinder to create AI etc.

    Come up against a problem - my player and enemy move in 4 directions, so top down but with perspective, like old school Zelda.

    I have set my enemy to move using pathfinder and the animations are now correct depending on which way he's travelling but I can't vary the line-of-sight. It always points to the right. I can't use a rotating sprite because of the 4-direction animations...

    Anyone know, how can I get my enemy to "look" in the correct direction with LOS?

  • Thanks guys. That all makes sense. Working now. Really appreciate you taking the time to help me out!

  • Sorry - try this...

    /s/1gj9zyulu5dzqrj/Pathfinder%20Animation%20issue.capx

  • Thanks guys. I'm sure I'm just doing something really dumb and it's probably really straightforward to fix. So this is the link after the .com of Dropbox

    /s/913btj8mrp9jre0/New%20project.caproj

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  • Hi all,

    I'm a beginner with all this stuff so bear with me!

    Am struggling to get the animations of my enemy sprite working correctly when using Pathfinder.

    The game is top down but 4 direction like Zelda.

    I have set the enemy sprite up so if the Pathfinder Moving Angle is between for example 46 degrees and 135 degrees then the animation for walking down plays and this works for left, and up as well but I can't find a way of making it work for right.

    It doesn't work with -45 to 45 degrees or 315 to 45.

    I've tried looking at a couple of tutorial vids but hasn't really helped. Anyone know what I'm doing wrong?

    Thanks