Steven's Forum Posts

  • The problem is the 'on collision' event. That will trigger once, when the two objects meet. So you are having to ram into the NPC constantly. So you could change that event to an 'is Overlapping' event, and have them slightly overlapping each other.

    OR

    What you could do, is set up a private variable toggle. When the characters collide trigger the toggle so that it is locked in conversation mode.

    So it would work something like this,

    On collision between vir and Sprite21 - set PV inConvo to 1

    inConvo is 1? - Set players X and Y movement to 0 so they cannot walk around while talking.

    - Now set the 'text waiting' and key D pressed events in sub events of "inConvo is 1"

    - Talking is finished? - Set PV inConvo to 0

    Hopefully that is enough to get you started.

  • The object folders are an awesome addition, but they don't show objects from other layouts :/

    Is it worth posting in the bug tracker now that development has been passed on? Has the tracker been passed on too?

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  • I have not used the "WAIT" plugin, but I think I have a fair idea of what the specific issue is.

    The initial check is a point of reference for which Enemy to destroy. However after 3 seconds, it does not have that point of reference, so it culls the lot. To get around this issue, I would suggest making use of a private variable to calculate the 3 second delay. Something along the lines of

    Enemy.value('isSeen') greater than 0 - clamp(Enemy.value('isSeen') + 100 * timedelta, 0 , 300) - Destroy Enemy.

    And have an event that is like this

    Enemy.value('isSeen') equal to 0 - set Enemy.value('isSeen') - 1

    So this will only trigger once, and it will be unique to each Enemy.

  • Use a container chap. Select the bullet, add the glow into its container, this will create and destroy them together, then all you need to do is add a line saying -Always - set glow position bullet.X bullet.Y.

    So yeah, you will only need to create and destroy the bullet and it will bring and take the glow with it.

  • Cheers for the update chaps.

  • Instead of using a preset channel, try using autoplay.

    I have mine set up as follows

    Trigger once

    -For each Object-XAudio2: Autoplay file "sound.wav"(Loop) at Object

    -XAudio2: Set channel XAudio2.LastChannel volume to 1dB

    I am thinking it might come down to being limited to 1 channel per object, so while this works, if you have 64 shore objects....you are going to run out of channels.

    Alternatively, you could try attaching the sound to the ocean/water body beyond the shore objects, it generates the the sound from the object as a whole instead of one point, then this might work for you. You will need to do some experimentation to see what works for you.

  • I got what you meant chap, I have it working in my game, on multiple instances of the same object. I have not had to do anything special to get it working.

    Without anymore info I will just throw this out and say try something like "for all-shore tiles" play sound.

    If that doesn't help you will need to offer some more information into what you are doing.

  • I have it working in my project. How are you playing the sound? I have mine set up using auto play. Also check that you have the listener set to the right objects etc.

  • Remove the transitions and see if the game still crashes. There are issues with the transitions, it is best not to use them. But before we get into alternative solutions for the transitions, let us see if they are the cause of the problem.

  • If you give us an example of what you are trying to do we might be able to suggest something a little more specifically.

  • If layout 2 is at the top, then it will run first, try removing its events to make sure it is not loading layout 1 straight away.

  • Change the first event to a standard collisions check.

    Badguy collides with solid? Blamo.

  • Deadeye mate I feel for you, If you are the clone Deadeye, then that means the REAL Deadeye is the one coming for you, and the REAL us are the ones putting FLUORIDE in our water, they want our organs. The government just wants us to suspect them, so we don't suspect OURSELVES.

  • Very interesting that it is all vista/7 so far. Wonder what % are 7. I am the lonely Xp user.

  • If you were looking to zoom/grow one object in particular then I have whipped up a little example for you.

    http://dl.dropbox.com/u/1487524/Scirra/ ... xample.cap