Jayjay's Recent Forum Activity

  • Try exporting the game and see if that fixes your issue. Sometimes preview can be strange, especially on Windows Vista/certain computers.

  • Is this the same when you export the game? or just preview it from the editor?

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  • Use "Play at object" and set the player object to a listener. This only works with XAudio2 though

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  • Beaverlicious I actually really like your art there!

    Sheepy Nice work!! <img src="smileys/smiley4.gif" border="0" align="middle" />

    rublev1360 Sweet monsters / concept art!

  • These old graphics of mine might help (I'm not much better at graphics either sadly <img src="smileys/smiley17.gif" border="0" align="middle">): https://dl.dropboxusercontent.com/u/4714446/Top%20Down%20Ghost%20Game.bmp

  • Reuben I feel that idea is a little harsh, seeing as some of the files on the Arcade are designed exactly to be short examples or tutorials, or even tests for people making "my first game" submissions. They deserve to be on the arcade, just maybe in a section for small submissions.

    It'd be nice if the rating system worked a bit better, maybe something like Ludum Dare where games that have had few ratings are shown in the front page by default, and as they get reviews they head to the back. This way games that get a consistent low rating can be moved to another section or archive.

  • robit_studios

    Hmm, the game shouldn't be compiling after it's exported though, does it take a while to open the exported EXE too then?

    Also, I don't believe there is a way to load event sheets sadly, but you could use Python scripts to do things (this is going to sacrifice in-game performance vs. the startup performance though).

    The level editor seems the best way to go, as you could use one layout to load all the objects. If you'd like to see a way of loading all objects (and even graphics) from files you can grab the engine source to my Alpha version of I Had Hope (extra plugins needed are also on the download page): http://ihadhope.blogspot.ca/p/download.html

    As an extra option, you could make a mini "loading game/exe" that runs and when the other game opens you can close the loading game (I know of opening files from CC, not sure how to handle the closing though).

    Hope that helps!

  • Just wanted to say that Nj�l Pettersen definitely does wonders to that stage, welcome to the team and looking forward to seeing what you make next! <img src="smileys/smiley4.gif" border="0" align="middle" />

  • No, but DirectX9 and DirectX 11 are different versions (kind of like MacOSX and older versions).

    You can install DirectX9 over top of DirectX 11 and they will both exist.

    As for running as an administrator, that was usually the fix for me, but otherwise you should try exporting your game to a full exe to run it. It ****** but I remember that was a potential fix.

    Are you running Windows Vista? That's the OS I've often seen bugs like "APPBLOCK" and etc from Construct Classic on. For some reason I always found Vista to mess up with CC games and editor... <img src="smileys/smiley6.gif" border="0" align="middle" />

  • Yeah, you'll need to store in an INI file which coins have been collected then as well as give each coin a variable like "COINNUM"

    so:

    on player touch coin, coin destroy + save INI value "HAVE" to group "Level1" and item "Coin" & Coin.value('COINNUM')

    <then>

    On start of layout -> for each coin object -> If INI value in item "Coin" & Coin.value('COINNUM') and group "Level1" = "HAVE" then coin destroy

    <then check to make sure INI file worked>

    *in INI file.ini*

    [level1]

    Coin1=HAVE

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Jayjay

Member since 18 Mar, 2008

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