TomH's Forum Posts

  • 9 posts
  • ahh no problem. Thanks for getting back to me Ashley.

    Cheers,

    Tom

  • Sorry missed the responses. I managed to do this by having a Browser->Open new URL event, and then using this:

    twitter.com/home

  • Hi,

    We're using a couple of web fonts in our project and I'm currently having trouble adjusting one of the font's line height(vertical spacing between each line).

    My .css file currently looks like this:

    {

        font-family: '8bit';

        src: url('8bitoperator_jve-webfont.eot');

        src: url('8bitoperator_jve-webfont.eot?#iefix') format('embedded-opentype'),

            url('8bitoperator_jve-webfont.woff') format('woff'),

            url('8bitoperator_jve-webfont.ttf') format('truetype'),

            url('8bitoperator_jve-webfont.svg#8bitoperatorJVERegular') format('svg');

        font-style: normal;

        font-weight: 400;

    }

    {

        font-family: 'uni05';

        src: url('uni05_53-webfont.eot');

        src: url('uni05_53-webfont.eot?#iefix') format('embedded-opentype'),

            url('uni05_53-webfont.woff') format('woff'),

            url('uni05_53-webfont.ttf') format('truetype'),

            url('uni05_53-webfont.svg#uni05_53Regular') format('svg');

        font-style: normal;

        font-weight: 400;

    }

    I've tried adding "line-height: 50%;" to the font face's, however, that doesn't seem to make any difference. Does anyone have any ideas/advice?

    Thank you,

    Tom

  • Hi,

    I've set up a Facebook object for our game that allows the user to login and post a link/some text to their wall. I was curious if it's possible to do something similar with Twitter using Construct?

    Cheers,

    Tom

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  • Try using:

    + On touch end

    + Is touching object

    Nice one cheers

  • I have some image sprites that I'm using as buttons and I want the user to be able to touch these to navigate to a different Layout.

    I'm currently using the "On touched object" event, however when I test it on the ipad, it navigates to the next layout before the user lifts their finger. Usually this wouldn't be an issue, however in some of the mini-game layouts I'm navigating to, I have a 'Tap to Begin' set up which gets instantly triggered.

    Does anyone have any idea's on how I can avoid this? I'm basically after an 'On touch end' event, but with the ability to get triggered from touching a specific object.

    Cheers,

    Tom

  • Got it working through On Start of Layout -> preload, play, stop. I couldn't seem to find the 'Pause' option you mentioned. Cheers.

  • TomH : you need to preload the file (play it, in fact, on a user click), pause it at 0.1. Then you can start really playing it when the user do something.

    Thanks. I'm preloading it now on the start of layout, but I'm not too sure what you mean by the (play it, in fact, on a user click) part. Are you able to elaborate on that for me please? Cheers.

  • You shouldn't have to preload anything just to hear audio.

    Are you playing your game in the browser or via PhoneGap or appMobi? If you're just in the browser, it's very difficult to get audio to play at all on iOS: the browser blocks all HTML5 audio unless initiated by a user-input action. That's why pressing a button on the w3schools site plays the audio, but a collision event or something else won't play the sound. On top of that I think in the browser it can only play one sound at a time.

    /QUOTE]

    Hi,

    I've recently just picked up Construct 2 and I've made some small projects to test out its features. It all seems good so far apart from the lack of audio when playing through Safari on the iPads (tested on iPad 1[5.0.1], iPad 2[5.0.1] & iPad 3 [5.1])

    I initially started out with a backing music track and a simple sound effect. I've since removed the music track to see if it was able to play the sound effect by itself, but I've still had no luck.

    The sound effect is told to play on a button On Clicked event, and the files are within the 'Sounds' folder (there is a .m4a, .ogg and .wav)

    Does anyone have any ideas? Everything seems to work fine through Safari on the iMac. Cheers.

  • 9 posts