tulamide's Forum Posts

  • I'm stunned that people are still moaning about this. Get real people! How are they meant to make a living if they give away the full unlimited version?

    That wasn't the point! A demo version (or free demo version not expiring after 30 days, but still limited) should not be called a free version and presented as an alternative that someone could use to do his/her project, when there are limitations, that prevent exactly that.

    I agree. At least in the UK 20 pounds is basically the absolute minimum you can earn for about 4 hours work. 4 hours! I'd say CC has already given me way, WAY more than that in terms of creative fun.

    That wasn't the point either! Lucky you, that you get C2 nearly for free. I stated in my first post, that I also get C2 for a fair price. So it is not me I'm fighting for! But if you would open your eyes, you'd see that in other countries the people have to work a month or more, instead of 4 hours, for the same amount of money. So please don't argue this way.

    And I would like to see your happy face, if someone tells you: "Users from UK will get C3 for the fair amount of 4000?."

    But hey, it's ok. I won't say anything more about that topic. Let's just abandon all those silly people who are living in such countries. <img src="smileys/smiley18.gif" border="0" align="middle" />

  • the text... object.

    <img src="smileys/smiley2.gif" border="0" align="middle" /> Of course! My bad...

  • - users get angry when they find out they could have bought it cheaper in a different currency (you'd feel like you were scammed, wouldn't you?)

    No I wouldn't. That's normal business behavior all over the world. The price is adapted to the value of the country, it is offered in.

    I for one live in a coutry, where the price for C2 seems fair. But money has no fixed value!

    A country where people earn the equivalent of 100$ a month still can survive, if their economy doesn't sell bread for 2$. They might be middle class in their country, while in europe they would be rated poor.

    If you don't adapt the price, you will not get customers from these countries. And that will count much more than your fears of not earning enough, because you might sell the product for less than it's worth - but you sell it. If you don't adapt you won't sell.

    - if users wise up and find out which is the "cheapest" currency, then the majority of people will simply buy it at that price, and then we might not be making enough money to keep going.

    All other companies found ways to prevent this. Why shouldn't you be able to work against it, too?

    If you can't afford it, there'll be the free edition

    That's my biggest complaint. I hate being the devil's advocate, but it's a bit unfair to say that. Why are you pointing to the free edition as an alternative? It isn't. Instead of a free edition it simply is a demo version, nothing more. 4 layers and 100 events, what bigger project should follow from that?

    Don't get me wrong, I think it is alright to sell a product and offer a demo version, so that people can convince themselves of it. But to label it a "free" edition, and pretend people could do their projects with it, is close to a lie. I don't like people being dishonest. And you don't need to be, it would be accepted and understood, if you'd call it, what it is: a demo version :)

  • American Standard Code for Information Interchange (=ASCII) defines 128 characters for encoding text.

    And that's why I don't understand the question...

  • You set the gravity angle to the angle between the particle object's and the planet object's position (with the angle() expression) on creation.

    Here is an example:

    particle_grav_angle.cap

  • hmm yeah I did, thanks for the tip by the way, but I still don't get it perfectly.

    As I understand, if you don't specify any condition other condition than say "every tick", it should pick all instances? Only one seems to be considered in my case...

    But if say I modify the private variable from a newly created instance it will still change it for every existing instances?

    How can I say pick the closest instance?

    Infinite thanks.

    All those questions are answered in the wiki, are you sure you read it? <img src="smileys/smiley17.gif" border="0" align="middle" />

    Most of the time, when nothing is specified all instances are picked. For example:

    +Always

    -> mySprite: Set X to .X + 1

    is essentially the same as

    +For each mySprite

    -> mySprite: Set X to .X + 1

    If you experience something else, then there are other conditions, that make only the first instance getting picked.

    If you create an instance it is automatically picked for that event. So, if you change the pv, you only change it on the instance.

    You pick the closest instance by using the appropriate object's condition.

  • ... there was one which was based on a thumb war... I think it was deadeye's creation?...I think you are talking of

    Mega Thumb: Dream Match

    http://gamejolt.com/freeware/games/arcade/mega-thumb-dream-match/3161/

    Quazi could surely tell a lot more about it, but I think I remember that this was all done with events and without the 3D object. So for every normal human being, this is nearly impossible to recreate :D

  • You're welcome. I'm glad we could track it down. And good luck for the tests :)

  • I just stumbled upon one thing.

    It seems you are using autoplay for the most time. But in the 'level'-layouts (like in playtest) you are additionally using a positioned sound, that you are forcing to play on channel 2 without reserving channel 2 (at least I couldn't find that action)

    Wherever you load on a fixed channel, like this example from your cap:

    + System: Start of layout

    -> SoundAttachments: Clear LOS obstacles

    -> 2Xad2: Load file AppPath & "sounds/campfire.wav" to channel 2 (Loop)

    add the 'set reserved' action like so:

    + System: Start of layout

    -> SoundAttachments: Clear LOS obstacles

    -> 2Xad2: Load file AppPath & "sounds/campfire.wav" to channel 2 (Loop)

    -> 2Xad2: Set channel 2 Reserved

    Also it is important to reserve those channels prior to any autoplay.

    Try this first, maybe it solves the issue.

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  • Is Audiere sound plugin more stable than Xaudio2..might be an option.

    Although it is always good to try alternatives, XAudio2 is not unstable. Just wanted to make that point :P

    Regarding the issue: I had no crashes testing your newest version. But it is a version without the soundfiles, which makes me think, that perhaps the sound files may be damaged or something.

    Would it be possible to reduce the cap to just 2 layouts, where the crashes occur and add the soundfile with that it is crashing?

    The sheer mass of code is just overwhelming and makes it hard to look for possible discrepancies.

  • I tried doing the same thing for the .ico file is this correct?

    From the other thread:

    cur=windll.user32.LoadCursorFromFileA(r'C:\WINDOWS\Cursors\banana.ani')

    I tried:

    cur=windll.user32.LoadCursorFromFileA(System.AppPath + 'data\file.ico')

    The "r" in front of the string indicates "raw", which is an instruction for python not to alter the string. Otherwise it is scanned for escape sequences that start with a backslash.

    Try

    cur=windll.user32.LoadCursorFromFileA(System.AppPath + r'data\file.ico')

    or

    cur=windll.user32.LoadCursorFromFileA(System.AppPath + 'data\\file.ico')

  • Until you get an official answer, I think you could try to add more than 4 layers. As I read this is one of the many restrictions of the free edition.

  • I tried it the same way as zen, and had no issues as well.

    The only thing that I see as a probable issue is that you are using 3 XAudio2 objects in the same layout, one being global and two others being local. They all are set to 64 channels and a freq. ratio of 4 which is pretty demanding.

    The wiki recommends to only use one XAudio2 object globally per game, or, if that isn't possible at all, then to only use one local object per layout and no global object.

    From the wiki:

    "If you do not use a global XAudio2 object, only use one per layout. One XAudio2 object can play 64 sounds at once by default, and using multiple objects initialises the sound engine multiple times, which is resource consuming. "

    sourceforge.net/apps/mediawiki/construct/index.php

    But it is hard to tell if that could cause issues here.

  • Jayjay - huh, you're right. Odd, it used to work...It never worked for me. In fact I became more or less used to always start working on a second layout just in case...but sometimes I forget about it <img src="smileys/smiley36.gif" border="0" align="middle" />

  • Hmm, there is one that's easier... set timescale to 0 :D

    The MouseKeyboard object's 'on object clicked' etc. are still recognized and executed, so if you don't need time based movement in the pause menu, you could go with it.