xIronGolemx's Forum Posts

  • 4 posts
  • Whoops. It seems I accidentally changed the value for frame speed while intending to tweak the animation speed. I didn't even know there was a separate frame speed property until just now. Thanks!

  • I'm working on developing a platform game, but I'm having trouble syncing the sprite animation triggers with the player's actions.

    For now, I have it so that running and standing, facing left and right, are mostly working. The only problem is that the running animation keeps freezing after each completed cycle. This faulty behavior is unique to running though; the standing animation plays through just fine without pauses.

    Since I haven't actually started working on art/sprites, I'm temporarily using Metroid Zero Mission sprites as a placeholder so I can at least see that the right animations are being called at the right time and are looping smoothly.

    I'm hoping someone with a little more experience can find where my mistake(s) are.

    My event sheet is pretty thoroughly commented, so hopefully it's not hard to understand. The controls are currently [A] left, [D] right, jump.

    https://www.dropbox.com/s/hj9wblc326ke9mx/Platform%20Engine%20v0.20140220.capx

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  • So, I've been working on developing a little first application for myself, to learn some of Construct's capabilities.

    When the main layout starts, it immediately prompts for continuous interim Speech Recognition. I have a lot of events that seek to analyze the interim transcript, and perform actions based on audio input. Simple things, like [Object][Command]... "Square. Up." for example.

    I have been trying to make the entire game run off of a single request for continuous mode Speech Recognition to not annoy the user with repeated prompts. I've run tests and it mostly works, set up as follows:

    On speech recognition result, if SpeechRecog.InterimTranscript matches regex "Square" ("gi"), then Dictionary set key "ActiveShape" with value "SQUARE".

    However, I notice from time to time that Speech Recognition stops on its own. I haven't figured out if this is because I have alt-tabbed to a different window, if the mic has been inactive for a duration, or if "on speech recognition result" has not been triggered for a period of time. I am then required to re-request mic usage. Why is this? Is there a way to ensure the mic remains active until specifically told to stop?

    As I require speech recognition, I have been testing in Chrome and not my default Firefox which apparently does not support speech recognition.

  • Hi, I'm Alex. I'm in my early 20's, finishing a Computer Science and Engineering degree.

    I heard about Construct when I was in a huge chat room with Kayin (maker of "I Wanna Be The Guy") and Solgryn (maker of "I Wanna Be The Boshy"). I forgot who mentioned it, but I figured I'd check it out.

    I first explored into game making back in the Starcraft days. I messed with The Games Factory a little. After a hiatus, there was Warcraft III: The Frozen Throne and MultiMedia Fusion 2. Another long hiatus ensued, and here I am checking out Construct 2.

    I'm contemplating getting a Masters in interactive media, and after gathering work experience, either joining or starting an indie game development company.

  • 4 posts