Joshiii-Kun's Recent Forum Activity

  • I'll look for them there, and if I can't find them, I'll submit those bugs

    I think I'll stick to the external files too. It keeps the executable small and it's easier to manage the resources that way too But I was just wondering about it ^^

  • Ahh lookie Interesting.

    I actually hardly use the music function, I just load my OGG music file in a channel and play it.

    A question though. When you're autoplaying a resource, it uses the channel system, right? How come it isn't possible to use OGGs as a resource? It seems XAudio2 only wants WAV resources, since it won't play anything when you point to an OGG resource.

    On a sidenote, when you want to preview an OGG resource, Construct crashes

  • For one, OGG is open. Also, OGG is smaller. Third, OGG Vorbis uses superior compression algorithms than MP3. Last but not least, it loops perfectly. It's just a better format overal.

    While MP3 and OGG are comparable, Construct actually wants you to use WAV files here and there. The best you can do in that case is using Microsoft's ADPCM codec, which is absolutely horrendous and unacceptable by today's standards.

    It also just confuses me that there is such limited and sometimes broken support for OGG in Construct, while proprietary formats like MP3 are supported.

    Maybe it sounds like I'm complaining, but I'm really just being a critic. I really love Construct

  • Hey folks,

    I might not have read up enough, but I was just wondering, why is it so that OGG files cannot be used as sound/music resources for XAudio2? Just a little confused about it.. External usage of OGG files is possible, yet internal usage either just won't play anything, or it makes the IDE crash.

  • Good release.

    And yet this bug hasn't been fixed yet.

    http://www.scirra.com/phpBB3/viewtopic.php?f=3&t=4217&p=33852&hilit=ogg

    The program still lists OGG files as possible resources to play, and when previewing the OGG file, the program still crashes.

  • Create System > Go to layout action and type LayoutNumber as a parameter for a layout number to go to. This should restart the current layout.

    Yes, "restart layout" action would be great. How come it's not implemented yet?

    Not sure. Seems like a really obvious feature to me ;o

    I actually tried that, but that didn't completely reset the layout

    For example, it left the scrolling untouched instead of it resetting to the upperleft part of the layout.

    Also, it didn't reset the included event sheets. For example, when the character dies, I disable the control event group. When I "reset" (read: go to) this layout again, the platform behaviour does work, but the tweaked control events I made don't because the event group is still disabled. Even though I set it to be enabled on the start of the layout (or rather, I set it to not be disabled).

    Very strange.

    EDIT: Of course these things are easily fixed by making some events that enable the groups and scroll to the right position, but that's not the point.

  • Hey there,

    For an experiment, I'm trying to make a Mario game. However, when I got to the dying mechanism, I tried to make the layout restart/reset. Apparently that isn't possible, so I decided to create a different layout it would jump to, after which it would jump to the next layout.

    However, the layout is not reset. Isn't there any way to reset the layout? So strange.

  • Device name: NVIDIA GeForce 8800 GTS

    Pixel shader: 3

    Estimated VRAM: 1064 MB

    Motion blur: Yes

    Actually my pixel shader version is 4.0, not 3.0

  • Hmm, first of all, I managed to really fix my problem Instead of playing it as music, I decided to make the music an external ogg file, which I loaded into a channel on loop. That loaded without any lag and there are no problems anymore. I think XAudio's music playing lag was causing the problem. At one point my sprite would just disappear.

    One question though, when the camera scrolls into the next grid area, and pausing is enabled, the sound playing also pauses. Could it perhaps be made so that the sound doesn't pause? Or is there some other way around it, perhaps?

    EDIT: Oh, and another small thing

  • This is actually one of the things I warn against, as mentioned in the pseudo-documentation I posted. You should always make the areas the same size or larger than the window size.

    Oh, whoops. Skipped that bit of documentation. I thought it would've been nice though if it would scroll normally, but oh well ;D

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  • Edit: Also, I noticed... When you enter another grid that's above you from jumping up, the scroll doesn't work, it just switches instantly.

    +1

    Tried it out too. It's a great plugin though! I'm sure this itty bitty problem can be fixed quite quickly

    Edit:

    Also, it seems that when the grid area is smaller than the view size (I think probably just the window size), it just jumps onto the new grid position without scrolling.

  • I think it's something related to Construct, then. I can hardly imagine that the your camera plugin could actually interfere with the sound system.

    I managed to fix it, sort of. I had the music playing event in the "Start of layout" condition. What I did is I created a new condition, "Timer is Equal to 1" and put the music events in there. Now it works again

    Also, I'll try out that new release! The new scrolling option sounds awesome ;D

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Joshiii-Kun

Member since 28 Jun, 2007

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