Steven's Recent Forum Activity

  • All in all sounding good Ashley.

    Any idea on update 'block' costs?

    As much as applaud the idea of keeping the free version fully featured, i don't know how well that would work out for you in the long run.

    Oh and, what about upgrading versions?

  • Hey chap, it is all looking good. Very interesting concept

    I don't want to overshadow your game itself, but was wondering if you could perhaps tell me a little more about the process you went though to get onto steam?

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  • I was concerned reading the initial post. My desire for C2 has steadily declined since its announcement. First major blow was the html5 only exporter, so I decided to wait until the exe exporter was around before trying it. And then subscriptions...I am more than happy to help support the program and the devs by paying, but a subscription model is a huge turn off for me.

    But I am heartened that you are intent on finding a good solution. The idea of buying two years(or whatever time frame) of updates for whatever price you set is one that really interests me. Being able to actually own something I bought and be able to support you chaps too. Would not be against paying for specific exporters either, or specific additional plugins/behaviours etc.

    I am not sure what you could do to make the free version less appealing that buying the editor and updates without being so minimal as to be ignorable, or seriously impacting to the point of not wanting to use it.

  • The problem is the 'on collision' event. That will trigger once, when the two objects meet. So you are having to ram into the NPC constantly. So you could change that event to an 'is Overlapping' event, and have them slightly overlapping each other.

    OR

    What you could do, is set up a private variable toggle. When the characters collide trigger the toggle so that it is locked in conversation mode.

    So it would work something like this,

    On collision between vir and Sprite21 - set PV inConvo to 1

    inConvo is 1? - Set players X and Y movement to 0 so they cannot walk around while talking.

    - Now set the 'text waiting' and key D pressed events in sub events of "inConvo is 1"

    - Talking is finished? - Set PV inConvo to 0

    Hopefully that is enough to get you started.

  • The object folders are an awesome addition, but they don't show objects from other layouts :/

    Is it worth posting in the bug tracker now that development has been passed on? Has the tracker been passed on too?

  • I have not used the "WAIT" plugin, but I think I have a fair idea of what the specific issue is.

    The initial check is a point of reference for which Enemy to destroy. However after 3 seconds, it does not have that point of reference, so it culls the lot. To get around this issue, I would suggest making use of a private variable to calculate the 3 second delay. Something along the lines of

    Enemy.value('isSeen') greater than 0 - clamp(Enemy.value('isSeen') + 100 * timedelta, 0 , 300) - Destroy Enemy.

    And have an event that is like this

    Enemy.value('isSeen') equal to 0 - set Enemy.value('isSeen') - 1

    So this will only trigger once, and it will be unique to each Enemy.

  • Use a container chap. Select the bullet, add the glow into its container, this will create and destroy them together, then all you need to do is add a line saying -Always - set glow position bullet.X bullet.Y.

    So yeah, you will only need to create and destroy the bullet and it will bring and take the glow with it.

  • Cheers for the update chaps.

  • Instead of using a preset channel, try using autoplay.

    I have mine set up as follows

    Trigger once

    -For each Object-XAudio2: Autoplay file "sound.wav"(Loop) at Object

    -XAudio2: Set channel XAudio2.LastChannel volume to 1dB

    I am thinking it might come down to being limited to 1 channel per object, so while this works, if you have 64 shore objects....you are going to run out of channels.

    Alternatively, you could try attaching the sound to the ocean/water body beyond the shore objects, it generates the the sound from the object as a whole instead of one point, then this might work for you. You will need to do some experimentation to see what works for you.

  • I got what you meant chap, I have it working in my game, on multiple instances of the same object. I have not had to do anything special to get it working.

    Without anymore info I will just throw this out and say try something like "for all-shore tiles" play sound.

    If that doesn't help you will need to offer some more information into what you are doing.

  • I have it working in my project. How are you playing the sound? I have mine set up using auto play. Also check that you have the listener set to the right objects etc.

  • Remove the transitions and see if the game still crashes. There are issues with the transitions, it is best not to use them. But before we get into alternative solutions for the transitions, let us see if they are the cause of the problem.

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Steven

Member since 18 Mar, 2009

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