I tried the "Cancel close" too but like you, seems like I'm doing it wrong
The "End of Application > Stop all sounds" doesn't work, too bad. I really thought it was working after 6 tries, but the 7th one proved me wrong
It happens with both builds and previews.
Your workaround is a good idea, but it won't work if the user decides to close the application by pressing Alt+F4, for instance. Is there any way to prevent the application from being closed using Alt+F4?
For now I've only tested the 0.98.9 version. I'm downloding the 0.99.3
EDIT : Looks like it works )
All right then, thanks for fixing this bug
Re-edit : Damn. It just happened again. But it occurs less often than with the 0.98.9.
Hi,
I have a quite annoying problem with the XAudio2 object : if I close the application while a sound is playing (an ogg file), the sound sometimes keeps looping and the application crashes 3 secondes after.
What could I do to solve this problem?
Ok, thank you. I'll stick with a font that everybody has, then.
Just a simple question : if I use a font in a Text object which isn't in other people's PC, how will the game react?
Are the fonts stored in the exe, or do I have to include them with it (and will the players have to copy them to Windows' Fonts folder)?
Thanks in advance !
That's awesome !
Yet this option exists, and is very useful as long as it works, IMO
Thanks for the advice, and keep up the good work
I did it.
Maybe the final object count when I add the While depends on the PC's speed. My PC is quite slow (1.6 Ghz processor, and a very, very old graphics card).
Anyway I hope you'll find why it doesn't work
I've found what could be a little bug, or maybe it's just me who doesn't do it right (I'm new to Construct), so I preferred asking for help before
At first there are 1250 "Sprite" objects on my layout. I want to remove them so there are only 800 "Sprite". I know there are hundreds of methods to do so, but I tried using this code :
System: Start of layout
Sprite2 : Set 'OBJ' to Sprite 0 .Count
Sprite2 : Value 'OBJ' Greater or equal 800
Sprite: Pick one at random
Sprite2 : Subtract 1 from 'OBJ' Sprite : Destroy[/code:2nxww7id]
Sprite2 : Subtract 1 from 'OBJ'
Sprite : Destroy[/code:2nxww7id]
So it removes one "Sprite" at each tick until the number reached 800. But in order to remove all of them at once, I've added a "While" condition so they could be destroyed more quickly. This is what this cap does : http://www.zoglu.net/trucs/bugwhile.rar
However, when I run it in the end there are about 860 sprites, while the "Sprite2"'s variable 'OBJ' has reached 800. Like if sometimes the variable was decremented but no "Sprite" was destroyed.
Also, if I try to replace the "Sprite2 : Subtract 1 from 'OBJ'" by a "Sprite2 : Set 'OBJ' to Sprite.Count", it goes into an infinite loop. That's weird, because one "Sprite" is supposed to be destroyed at each loop, so the object count should decrease.
So... I know I'm not following the best way to do it, but it definitely looks like a bug. Or maybe I'm just doing it wrong from the beginning. What do you think about this?
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Thanks for the helpful answers everyone.
And thank you Lucid for the cap file, and telling about the "use expression" option, I don't think I would have find it
Member since 13 May, 2009