tulamide's Recent Forum Activity

  • American Standard Code for Information Interchange (=ASCII) defines 128 characters for encoding text.

    And that's why I don't understand the question...

  • You set the gravity angle to the angle between the particle object's and the planet object's position (with the angle() expression) on creation.

    Here is an example:

    particle_grav_angle.cap

  • hmm yeah I did, thanks for the tip by the way, but I still don't get it perfectly.

    As I understand, if you don't specify any condition other condition than say "every tick", it should pick all instances? Only one seems to be considered in my case...

    But if say I modify the private variable from a newly created instance it will still change it for every existing instances?

    How can I say pick the closest instance?

    Infinite thanks.

    All those questions are answered in the wiki, are you sure you read it? <img src="smileys/smiley17.gif" border="0" align="middle" />

    Most of the time, when nothing is specified all instances are picked. For example:

    +Always

    -> mySprite: Set X to .X + 1

    is essentially the same as

    +For each mySprite

    -> mySprite: Set X to .X + 1

    If you experience something else, then there are other conditions, that make only the first instance getting picked.

    If you create an instance it is automatically picked for that event. So, if you change the pv, you only change it on the instance.

    You pick the closest instance by using the appropriate object's condition.

  • ... there was one which was based on a thumb war... I think it was deadeye's creation?...I think you are talking of

    Mega Thumb: Dream Match

    http://gamejolt.com/freeware/games/arcade/mega-thumb-dream-match/3161/

    Quazi could surely tell a lot more about it, but I think I remember that this was all done with events and without the 3D object. So for every normal human being, this is nearly impossible to recreate :D

  • You're welcome. I'm glad we could track it down. And good luck for the tests :)

  • I just stumbled upon one thing.

    It seems you are using autoplay for the most time. But in the 'level'-layouts (like in playtest) you are additionally using a positioned sound, that you are forcing to play on channel 2 without reserving channel 2 (at least I couldn't find that action)

    Wherever you load on a fixed channel, like this example from your cap:

    + System: Start of layout

    -> SoundAttachments: Clear LOS obstacles

    -> 2Xad2: Load file AppPath & "sounds/campfire.wav" to channel 2 (Loop)

    add the 'set reserved' action like so:

    + System: Start of layout

    -> SoundAttachments: Clear LOS obstacles

    -> 2Xad2: Load file AppPath & "sounds/campfire.wav" to channel 2 (Loop)

    -> 2Xad2: Set channel 2 Reserved

    Also it is important to reserve those channels prior to any autoplay.

    Try this first, maybe it solves the issue.

  • Is Audiere sound plugin more stable than Xaudio2..might be an option.

    Although it is always good to try alternatives, XAudio2 is not unstable. Just wanted to make that point :P

    Regarding the issue: I had no crashes testing your newest version. But it is a version without the soundfiles, which makes me think, that perhaps the sound files may be damaged or something.

    Would it be possible to reduce the cap to just 2 layouts, where the crashes occur and add the soundfile with that it is crashing?

    The sheer mass of code is just overwhelming and makes it hard to look for possible discrepancies.

  • I tried doing the same thing for the .ico file is this correct?

    From the other thread:

    cur=windll.user32.LoadCursorFromFileA(r'C:\WINDOWS\Cursors\banana.ani')

    I tried:

    cur=windll.user32.LoadCursorFromFileA(System.AppPath + 'data\file.ico')

    The "r" in front of the string indicates "raw", which is an instruction for python not to alter the string. Otherwise it is scanned for escape sequences that start with a backslash.

    Try

    cur=windll.user32.LoadCursorFromFileA(System.AppPath + r'data\file.ico')

    or

    cur=windll.user32.LoadCursorFromFileA(System.AppPath + 'data\\file.ico')

  • Until you get an official answer, I think you could try to add more than 4 layers. As I read this is one of the many restrictions of the free edition.

  • I tried it the same way as zen, and had no issues as well.

    The only thing that I see as a probable issue is that you are using 3 XAudio2 objects in the same layout, one being global and two others being local. They all are set to 64 channels and a freq. ratio of 4 which is pretty demanding.

    The wiki recommends to only use one XAudio2 object globally per game, or, if that isn't possible at all, then to only use one local object per layout and no global object.

    From the wiki:

    "If you do not use a global XAudio2 object, only use one per layout. One XAudio2 object can play 64 sounds at once by default, and using multiple objects initialises the sound engine multiple times, which is resource consuming. "

    sourceforge.net/apps/mediawiki/construct/index.php

    But it is hard to tell if that could cause issues here.

  • Jayjay - huh, you're right. Odd, it used to work...It never worked for me. In fact I became more or less used to always start working on a second layout just in case...but sometimes I forget about it <img src="smileys/smiley36.gif" border="0" align="middle" />

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  • Hmm, there is one that's easier... set timescale to 0 :D

    The MouseKeyboard object's 'on object clicked' etc. are still recognized and executed, so if you don't need time based movement in the pause menu, you could go with it.

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tulamide

Member since 11 Sep, 2009

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