PixelRebirth's Recent Forum Activity

  • maybe the event is responsible?

    because i have attached the sound to an constant action. literaly to the moving. so every time my object moves a SFX is constantly playing untill he stopes.

    If you have an event that runs every tick and plays a soundfile, I imagine it would go crazy. Try to play it only every x ms for example.

  • First of all i am a bit disapointed that Construct cant play mp3 file but oh well.

    Construct most certainly does support mp3s. Use the "play music" action to do so. One look at the Xaudio wiki page clarifies which formats are supported.

    i am trying to play a sound effects here and it either doesn play or play badly.

    whenever i try playing wav files (and they are metting all the requaired prosperities) they just dont play.

    when i try to use ogg they DO play but the sound is not only bad quality (like being riped and twirled or like 1 milisecond echo) but have that ugly pick at the end when it ends playing.

    when i preview the wav it plays just right.

    when i preview the ogg - Construct crashes or just doesnt start previewing

    runing the game with debugger and wav sound leaves me with such window:

    Debugger first-time message:

    XAudio2: Failed to load file from disk. Check the filename exists and that file is of a supported format. (0x80004005)

    any idea what the heck? and i would gladly use that XAudio2 tutorial from the wiki but the link is dead or broken leaving me with 404 error.

    Do you have specified the correct path to your sound file? It should be apppath&"filename.xyz" if the sound file is in the same directory as the cap file.

  • Hey, this is pretty great! Playing it made me swear a lot, in an entertaining argh-I-keep-dying way. The pumpkin in the beginning is kind of confusing though. I think if you slice it you should get a 1up. That much just makes sense.

    Yes, apparently I made a pretty hard game. But nobody likes easy games, right?

    You're about right with the pumpkin. Initially it was supposed to give you back some of your health. But I originally made this in 1 month for a competition and knowing my workflow many of the planned features got canned.

    Thanks for playing and feedback!

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  • Alrighty, new problem. I'm trying to make NPC crowd thingys to, on startup, move to a random node. This isn't working, and again I think its a picking problem. I just can't get my head around it. Thoughts?

    All of your Crowd_Node sprites have the same ID of 0. But there's also a problem with the picking. Try a For Each NPC_Crowd loop and pick the node with the right ID the other way round: Crowd_Node ID equal to NPC_Crowd Target.

    And you don't have to run the MOVE TO event every tick. There's prolly more room for improvements, but I'm a bit in rush right now. Fixing the IDs and using the loop should work for what you want though.

  • SCALE BEHAVIOR

  • I have to agree with Vrav here, that's certainly a charming graphics style right there!

    Well, the main thing i work hard was the possibility of change the control keys at the game start!

    Since you provided the cap, I can see that. There's a lot of events.

    I just added customizable controls to an older game of mine and it can be done much more easily with the great Input System plugin. It will also work for using Gamepads. This will cut down your events to a minimum.

    I'd like to see an EXE build of this with maybe a few more levels and the sounds which are missing. Really interesting work, keep it up!

  • If you mean to have a specific control not triggered at will, you can't. You have to manage it in your cap file or clear all controls and set only the controls you need.

    I could add this functionality.

    The other day I was looking into removing a specific control, figured that I couldn't and ended up doing what you mentioned. Having this functionality would improve Input System even more, so hopefully you'll add it in a future version. Would be very much appreciated.

  • Good show so far. Although brings nothing really new to the table regarding the zombie genre. The production values are very high and the blood and guts are always present. So I'll continue to watch it.

  • That's a nice method. I remember something similar done by lucid himself, before the SpriteFont object was even created. It didn't use Python at all though.

    Which brings me to the question why Python is being used here. From quickly looking at the script (and not being a Python expert at all) I do believe you could do this just fine by events only.

  • Try setting up your events like this:

    <img src="http://dl.dropbox.com/u/2306601/Zorder.png">

    That would also work with families.

  • int(string)

    That's string to integer.

    While str(value) is integer/float to string.

    Check the wiki FAQ http://sourceforge.net/apps/mediawiki/construct/index.php?title=FAQ

    where it says "How do I convert between text and numbers?" as well as this: http://sourceforge.net/apps/mediawiki/construct/index.php?title=System_Expressions.

  • edit:

    Well i took a quick look at your example and i realize i explained my idea wrong i think, what my idea was is that you have Two names in different editboxes, and that it counts how much each letter is used,

    E.g.

    Michael Michelle

    m is used 2 times, the i 2 times etc.

    but with your example i can look more in depth of how to keep counting till there are two numbers left

    Well yeah, you only provided an example for one name, so that's what I based my cap on. Once you understand it you can adapt the method to handle as many names as you like though.

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PixelRebirth

Member since 26 Mar, 2008

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