-Silver-'s Forum Posts

  • Do you mean the Binary object that comes with the engine? Found under "Data and Files"? Because a quick search around the forums suggests it's broken - you can write to it once, but that's it. Further writing just adds to the existing text, instead of replacing it, and deleting/clearing existing text doesn't work.

    So if the player gets a high score of 1234, I can write that, and then read it just fine. But if they then beat it with a high score of 5678 and I try writing that, the high score will now read as 12345678 instead of 5678.

  • Thanks man <img src="smileys/smiley1.gif" border="0" align="middle" />

    I'm going to call it a night for now, but hopefully I can get this final hurdle cleared tomorrow and let people play the game! I've just found I have issues with the High Score implementation as well, but I have a solution to work around that for now. Finding a way to change controls at run-time is the last thing I need to do!

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  • Thanks, Pixel! I've tweaked the foreground contrast since taking that screenshot, since it doesn't stand out enough. Can't wait to let you guys play it <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Sorry to necro this thread, but I'm looking for a similar solution.

    The save/load to disk command does not save the state of global variables, and one of the global variables I'm using saves the player's high score (so that he can always compare his latest score to his highest).

    Now I could simply save the high score data to an ini file and have the game read from that, but then the player can always just open that ini file and type "9999999999999999999999999999999999" into the high score section.

    Is there another way around this, or is it just one of Construct Classic's (few and far between) flaws that I'll have to live with?

  • Though having said that, if there's a way to make the spacebar function as a jump button as well as another button (W or Up Arrow) then I can condense that down to two options instead of three <img src="smileys/smiley1.gif" border="0" align="middle" />

  • It would, yes. If I handled it the way I have planned. I was going to use three different control options:

    WASD Movement, Arrow Keys for abilities (four different elemental abilities)

    Arrow Key movement, numbers 1 to 4 for abilities

    Arrow Key movement except spacebar to jump instead of the Up Arrow, numbers 1 to 4 for abilities

    I've have pondered the idea of allowing the player to set his own keys for each action, but that all depends on how much time it would take to implement.

  • So this is literally the last thing I have on my "to do" list before uploading my game for beta testing. Everything else is done, and I figured this would be fairly easy. Depending on the value of a "Controls" global variable, I would have the game respond to different keys for the basic controls. WASD movement, or arrow key movement.

    However, I can't see any way of changing the controls settings through events. And running a forum search for the topic led to recommendations for using this plugin: http://www.scirra.com/forum/customcontrols-works-new-demo-cap-fixes-360-analog-problems_topic38157_page6.html Which hasn't worked for over two years!

    Is there any other way to do this? Is it supported in-game now, and I'm just missing something?

    Thanks for reading <img src="smileys/smiley12.gif" border="0" align="middle">

  • Thanks, Rory! <img src="smileys/smiley27.gif" border="0" align="middle" />

  • First proper screenshot I've shown of Omega! It's come a long way since the Alpha testing session, and hopefully Beta testing can begin tomorrow evening.

    If you want to play it, keep an eye on the "Help and Support Using Construct Classic" forum <img src="smileys/smiley1.gif" border="0" align="middle" />

    <center><img src="http://i216.photobucket.com/albums/cc212/darkstorne/OmegaForest.png" border="0" /></center>

  • Hey, don't be sorry! You made me realize an error of my own! If you hadn't chimed in, I would never have known <img src="smileys/smiley1.gif" border="0" align="middle" />

    So thank you!

  • At least it's an easy fix! I thought random(22) meant Construct would go through every number up to 22, including 0. Hence adding the 1 to make it 1-23 instead of 0-22.

    So for a 23 frame animation I need random(23)+1?

  • No, random(22)+1 will return 1-22

    -> random(22) returns 0-21, 1 added results in 1-22

    I thought random(22) returned 0-22? That's why I used random(22)+1, to give me a result of 1-23 instead of 0-22.

    I may have to tweak the event to random(23)+1 if I'm wrong.

  • Follow this excellent tutorial: scirra.com/forum/ghost-shooter-tutorial-intro-to-construct_topic34171.html

    It will likely answer all of your questions <img src="smileys/smiley1.gif" border="0" align="middle" />

    And yes, you can talk about Construct Classic as much as you like!

  • Thank you R0J0! I tried the third option first, and it worked perfectly <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I have a dilemma. I created an XAudio2 object in my second layout (a level) and made it Global. I have a ton of events set up for music and sound effect control throughout that level. I then went to my first layout (the main menu) and started adding sound effect events there as well. However they didn't play on the Main Menu, presumably because the XAudio2 object hadn't been loaded yet, since it was a part of the second layout - they only played on the Main Menu if I started a new game to get to the Level layout, then from that level returned to the main menu (with the XAudio2 object now loaded).

    To get around this issue I created an event where an XAudio2 object would be created at the start of the Main Menu layout. Problem solved! The Main Menu now has sound effects right from the start! But... when I now start a new game there are TWO XAudio2 objects playing music and sound effects in the Level layout, leading to distortions and possibly even reduced performance.

    Is there a way to destroy XAudio2 objects at runtime? Because I can't find the option anywhere. I imagine if I can destroy the XAudio2 object from the Main Menu just before the Level layout is loaded, the duplicate sound effects and music issues will be resolved.

    The only other solution I can think of is to delete the global XAudio2 object from the Level layout (which would delete all of my sound effect and music events <img src="smileys/smiley6.gif" border="0" align="middle" />) and start again, creating the base XAudio2 object on the Main Menu this time around. Obviously, I'd reeeeaaaaally like to not do that.

    Thanks for reading. I hope someone can think of something <img src="smileys/smiley12.gif" border="0" align="middle" />