konjak's Recent Forum Activity

  • Doubt you can, you can't even play .OGG that way yet!

  • You can right-click in the animation frames window and choose Import, pick an image, and define the size of each "cut" out of the picture. Then I suppose you need to crop the frames if you don't want fixed-width fonts.

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  • I'm not sure I'm gonna get a reply to this, but I used this system and what happened in the end were some strange things like the collision detection of Construct being off, and generally detecting positions...

    It has to do with changing display size, and I don't know why or how exactly.

  • I have two projects where it happens. One has pixel art that is doubled to 2x natively (not the window, but rather all sprites), and the other has HD graphics. I think I'm just unlucky with it?

  • I think I can balance sounds for now... I don't want a decoder that I have to force on people later.

  • Oh, I get them so much I make sure to never have two per-pixel collide ever!

    So far I haven't needed that. I assume this is like the topmost bug to fix for Scirra? I have the latest stable 0.99 version.

  • It evidently happens to all sounds, I notice, but I found the culprit: the "limiter" property. Turning it off I get no strange reverberation. Might be good to know if others come and bother you as much as me. Changing any of the parameters regarding the limiter doesn't change the reverb effect.

    What are the repercussions (no pun intended) to turning it off? Is it just distortion?

  • Further listening has turned up stuff that it seems XAudio2 likes to increase the volume and "flatten out" the track. Like if I have a song with normally quiet treble at the start (like just a brush percussion) it increases its volume until the next layer of melody comes in, where it then "evens out" the volume between the overlapping melodies.

    This hasn't got anything to do with the .OGG file itself, as listening to it outside Construct there's no "strange reverb" or volume planing. I don't know if this has something to do with DirectX, or if it can be improved, because right now it's really ruining my music's feel and balance...

  • Maybe it's not the spawning and in fact the per-pixel collision? Right now if two per-pixel collision objects collide I get all sorts of crashes.

  • Okay, I figured out I had been negligent and written something wrong at one place, but when I corrected it the game just crashes when it comes time to write the text.

    I can't be given a break!

  • It just won't work for me, it keeps making all letters change color. Your .CAP works so it's not the plugin version. It's really frustrating.

    Appreciate the help, though!

  • Is it possible to ask the SpriteFont if it's between letter number X and letter number Y, and change the letters inbetween those numbers to a color or whatever, because whatever I seem to try either colors all the text or even crashes the game (older version of SpriteFont though, still, and could be me misusing some expressions).

    Failing that, can you make it start recoloring text by first seeing a symbol like [ which isn't in the graphical alphabet sprite (which I assume would make a zero width sprite?) and then maybe ] to make it change back?

    EDIT: What I tried last that just colors all text is "For Each letter" ---> "SpriteFont.LetterPositionInPhrase Lower or Equal to 50" ---> "Set Font sprite opacity to 50", then just switch it back when it's over 50...

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konjak

Member since 15 Mar, 2009

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