signaljacker's Forum Posts

  • You could take a look at this article https://www.scirra.com/tutorials/47/xaudio2-peak-and-rms

    There is also an audio analyzer example in the default construct 2 examples. I think what you want to do would be possible, would just be a bit of work.

  • I'd say it's because the onClick event only triggers once - so it starts scaling the object but never gets past the first tick. You probably need a variable set up and when that variable is true run those scaling events and it should work.

  • Sorry, it's possible I misunderstood what you're trying to do - try this caphttps://www.dropbox.com/s/zjzz44zvarv8hfy/test.capx?dl=0 - from your description, it seems to do that - when the sprite with the power overlaps the one without, the powered sprite stays the same size but the unpowered one reduces in size.

  • In your first block of events, above where you set the family size, add an action to set the size of the greenSprite to whatever its default size is and it will work. I'm guessing because you've differentiated between an instance and a family in the event that you also need to do this in the action, otherwise it will just blanket it under the family and apply the size change to both.

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  • Thanks for the insight - if the load texture from canvas action isn't reliable I won't use it - thanks for the link to the workaround, I think I will be able to re-jig my screen to get it to do what I need - cheers!

  • Hi R0J0 - thanks for taking the time to make such a great plugin. I might be a bit dim, but could you explain how to use the "Load texture from canvas" correctly? What I'm trying to do is to just replicate the entire game canvas in realtime (all layers etc) and load texture from canvas seems to do this, but if the paster is placed on that same canvas it causes a sort of image recursion (which makes sense) - but is there a way to avoid this? I've tried broadcasting the game canvas to a paster object offscreen and then set up another paster object that is meant to receive this image but it still doesn't work - so I think I must just be missing something fundamentally simple about how this plugin works - my capx is here: https://www.dropbox.com/s/kdg7lp6d6rjlx ... .capx?dl=0 - note that I realise I could achieve the reflection effect very simply by pasting the object rather than the whole canvas in this particular example, but in the context of my actual game it needs to be the whole thing. Any help much appreciated.

  • Wow, ok - that's actually pretty disheartening. I had no idea it was that bad. I really hope they can fix those issues. I'm already pretty far along with the mechanics of my project and was about to really get into the asset creation - do you think it would be folly to continue? I don't want to put all the effort in and then not be able to publish properly, I might as well jump ship to unity of that's how it's going to be I absolutely love the workflow of Construct though.

  • Hi all, I know there are a lot of users on here who are publishing games to phones/tablets etc but after completing a bunch of smaller projects I'm wanting something more ambitious, not hindered as much by the various limitations of such systems. If I'm aiming to release a game for desktop only - what are some things to consider? If I want to publish the game as an exe I assume it is wrapped with a browser (Chrome?), but will it try to wrap all of the assets into this exe (which would be HUGE) or will it dynamically load images/sounds etc - or is that something I will need to set up manually? Has anyone who has published a desktop only game got any tips for how the development process differs from browser/tablet games? Also, if the game is wrapped in a browser does this mean that there is cross-platform support eg for Mac/Linux? How reliable is this - I would assume if it's running in the same browser it should be identical no matter the OS, but is that a dangerous assumption? Thanks!

  • Happens to me too - seems to improve if I split the debugger over my second monitor and run the game on my primary though. Still not accurate for things like FPS - debugger seems to add a lot of overhead.

  • Just chiming in that this is a great piece of software for game design on the go. The tiling feature is very useful. The dev is also really responsive I made a couple of suggestions in a post he made on reddit and he had them implemented and a new version out in a couple of days. It's looking to be the most full featured pixel editor/animator on android for sure. Prior to this I was using the curiously titled "Let's 8-Bit art" for my art/animations which is pretty great too - but Pixly looks like it will blow it out of the water.

  • Snatcher is fantastic, it's actually one of my favourite Kojima games - it really has his style all over it and it holds up remarkably well today. It's well worth checking out Policenauts also by Kojima if you enjoyed Snatcher, there was a fan translation completed a few years back.

  • If you click on an audio file in the projects window and then take a look at its properties - there is a "timescale audio" feature - which is off by default (I think) - if you set it to on it will conform to global timescaling.

  • Thanks heaps! Works like a charm.

  • Hi, this is probably something really basic - I've got a sprite with the timer behaviour attached and an instance variable that is meant to control the timer on a per-instance basis. The timer toggles a boolean variable which in turn switches between a frame on the sprite. I want these to switch on and off at different rates dictated by the instance variable blinktime. When I test the layout, at first it appears to work - I have 3 instances set up with 1, 2 and 3 set up for the blink time and each one blinks on as needed - but instead of looping on and off at the designated time, the instances then seem to sync and the timing goes a bit weird. Can anyone take a quick look at this and let me know what I'm doing wrong? I figure it's something to do with "for each" but I can't quite put my finger on it.

    link to capx

    https://dl.dropboxusercontent.com/u/703 ... inker.capx

  • > Even though Flash has a skeletal animation system you won't be able to use it in construct, instead you will need to export each frame as a separate image...[ ]

    >

    Small correction: Flash CC and CC2014 no longer have any bones - the skeletal animation system was removed due to the shoddy implementation. And only the latest version of Flash has a good graph editor.

    You also do not have to use Flash to draw your character parts for later use in Spriter - any app that you can draw in can provide those, including InkScape, Illustrator, Krita, Photoline, etc. As long as those parts can be converted to bitmap cut-outs for import in Spriter.

    Cheers, I didn't know that Adobe had removed it - haven't checked Flash out for a while - seems like a step backwards, but it's true that the skeletal animation system in Flash did leave a lot to be desired and it was difficult to get a nice workflow going with it.