Tokinsom's Forum Posts

  • Meh, sounds worse than it is. You're basically just recording the states of certain objects in a dictionary. It's only a pain when you get to lots of object types..but again, families.

    You won't get near the level of control with save/load or even persist behavior, and can do things neither of them allow you to.

    In my game there's giant stalactites that can be shot down from the ceiling. They fall down and to the layout below, creating platforms to jump on. (In reality they just fall off-screen...it's implied) By using this method, I can prevent the original stalactites from spawning again, and basically reverse the code to have the fallen platform stalactites spawn. Just one nifty thing you can do.

    Could ask around for a plugin, I suppose. Plugin dev isn't my forte.

  • What I personally do is store either the JSON string of an object, or an identifier (usually IID or custom value), or both, to a dictionary for later reference. Then, at the start of the layout I loop through the dictionary and if the object(s) ID matches the key name, it will load by JSON string, be destroyed, or do whatever else I want depending on the value.

    Erm...here's an example

    Let's say I'm in Level 2 and I pushed a crate that I want to save the position of for later.

    +At End of Layout
    -Add key to dictionary: LevelName &","& Crate.IID with value Crate.AsJSON
    
    +At start of layout
    	+for each dictionary element
    	+for each crate
    	+LevelName = tokenat(dictionary.currentvalue, 0, ",")
    	+Crate.IID = int(tokenat(dictionary.currentvalue, 1, ","))
    	-Load crate from JSON
    

    (I'm paraphrasing here but you get the idea)

    It can be a lot of work, and a royal pain in the ass, but you get complete control over your object states. Also, families help. Perhaps a plugin can make it a little easier.

  • I understand. My apologies. I've been frustrated with numerous editor bugs for the desktop version since renewing my license a few days ago. I've got most of them reported though.

  • Ashley I don't use 3rd party addons. The desktop version of C3 is just wonky and hasn't gotten the attention it deserves. New features can wait when the fundamentals like this are unstable.

  • And now it magically works today. Any insight?

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  • Ashley

    Finally committed to porting my project from C2 to C3. While trying to export for NW.js I get the error "Failed to export project" and am not provided with any information whatsoever.

    NW.js 0.35.1 , Chromium 71 (All downloaded)

    r134 beta (Desktop Version)

    Tried a variety of options in the NW.js exporter with no difference.

    Export works fine in r134 (Browser), just not the desktop version.

    Should I submit a bug report?

    Snapped this from the inspector if it helps at all..

  • It's been fixed for the next build

    github.com/Scirra/Construct-3-bugs/issues/2443

  • I'll put together a .c3p with the various methods on this thread and file a bug report. In theory every one of them should work in their own way but after extensive testing they all have issues. The result is usually instead of multiple sounds playing on the same tick and multiplying volume, they repeat extremely quickly which gives the same effect. A simple option to decide whether or not a played sound should stack would circumvent all this but doesn't look like that's happening.

  • That doesn't work. Like in my original post "It just delays the stacked sound by 1 tick so not only is it just as loud but you also get a quick repeat at the beginning."

    Don't get me wrong but you guys act as if I haven't actually tried these things already when I clearly said so in the first post.

    The tag is empty in the 2nd action because it's not an overlapping sound. By sacrificing the tag I meant I can't have no overlap AND a tag for other uses. It's one or the other.

  • newt Tried that and many other variations. Doesn't work. Only thing that (sort of) works is muting:

    But even then, it requires functions and I sacrifice the tag.

    Ashley would be great if we could just have an extra parameter on "Play Sound" to not allow it to overlap/stack. There doesn't seem to be a good workaround that doesn't require a function and sacrificing the tag just to check if it's a non-stacking sound.

  • Example: 3 enemies cast the same spell at the same time with the same sound. Sounds in Construct overlap, so what you perceive is 1 sound playing at 3x volume.

    I made a feature request to resolve this almost a year ago that, surprisingly, got no feedback at all. Do people just not notice this in their own games?

    construct3.ideas.aha.io/ideas/C3-I-439

    I've tried doing it myself with the "stop tag" action, but it doesn't really work. It just delays the stacked sound by 1 tick so not only is it just as loud but you also get a quick repeat at the beginning.

    Ashley Sorry to tag but this is a really common problem that affects all Construct games and was hoping you could give your input.

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  • I began porting my C2 project to C3 today with r131 and am noticing some random stutters/jank, yes.

  • Ah. So having the while loop in a parent condition was the problem, but simply ending the loop after each action just negates the loop. Solved by not using sub-events, and instead multiple normal events with their own while loops.

  • I'm basically trying to create a laser that, via a while loop, extends or retracts instantly based on whether or not it's touching a solid. I believe that's a simple raycast.

    Why does the above cause an infinite loop and freeze the game? I've tried stopping the loop if the ray is > 320 height or < 1 height, but that doesn't help either.