Tinimations's Forum Posts

  • Some sweet force-lightning for KlangM.

  • ErekT This is rad dude! I'll be keeping an eye on this.

  • Cutscene test for KlangM(obile). Runs at 60 FPS on my Galaxy s2.

  • sizcoz Aww yiss! This should help me get all the languages in! Thanks dude.

  • Well a is a very common letter in Norwegian as well so no I can't do that. What I'll rather do is I'll replace all "å" in the exported csv with the code with a find and replace feature before I import it into construct. It worked. Thanks for the tip though.

  • sizcoz Oh I see what I did wrong. It worked now. Thank you!

  • sizcoz Hmm couldn't get it to work. Changing the å into what the encoder suggested only made it print the encoded text to screen. It didn't convert into anything.

    Asmodean I tried both overriding and saving the text as UTF-8, however now the exported .csv now shows the "å" as "?" in the text file... No luck. A find and replace expression within Construct would fix this though.

  • Hi. I'm working on KlangMs localization system, and I'm noticing how loading .txt and .csv files corrupts certain letters like the ÆØÅ from the Norwegian alphabet. Even if I've verified they look correct in any text editor, it shows up as corrupted.

    Here's two images showing the problem:

    However writing these letters from construct works fine. So I'm wondering if there's any way to find these corrupt letters with some expression, and then replace it with a letter called upon within the editor like I'm showing in the second image?

    Thanks!

  • So I have this case where a sphere's size is determined by the music's playback time. It's butter smooth on my laptop but really choppy on my android tablet. However dynamically sizing this object with a dt-based math formula results in equally smooth transformations on both laptop and tablet. Anyone know about this?

    I've confirmed that both laptop and tablet ran the game at 60 fps.

    Thanks

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  • Got it to work after updating the firmware of my device. However it stops working once the chrome has had another tab open. I have to restart the device to fix it? Weird...

  • Well that's gonna kill loading times since I'll be making a rhythm game with lots of music in it!

  • So working on a potential mobile version of Klang. I can't make the mobile preview (using chrome) play audio on my device. At a previous attempt I made the music play after I tapped once, but now even that isn't working anymore. Considering the interactive objects are directly tied to the music's playbacktime, it makes it impossible to playtest the target platforms.

    Any recommended solutions to this?

  • https://www.reddit.com/r/Games/comments ... klang_the/ The reddit AMA is up! I'll answer questions for the next two hours! Starting in 10 minutes.

  • Actually I've found some weaknesses with this approach, and would really appreciate a playback event that tracks wether the whole video has been loaded in like "On preload complete". Is there any way to pull this off?

    Thanks

  • Hi. So I'm working on Klang's official browser demo, and I need to ensure that every crucial component has preloaded before I start the level. The final remaining thing is the video, which I can't find any condition for determining a preload on. Any tips on how to approach with this?

    Edit: Ah never mind. Found it was the "On playback event" condition.

    Thanks