Space Lizard's Recent Forum Activity

  • It's not a Windows button; it's actually just a sprite. What's strange is that my save-game screen in the same project uses most of the same events, and it works just fine. I'll show you what I mean.

    Here is the event layout. I deleted everything irrelevant for purposes of this example while keeping the same functionality. There's nothing else in the layout; it ends at the bottom. Here's how it looks, but does not work (the saved array ends up all zeroed-out). The important bit is highlighted in yellow:

    And here, the only difference is the important lines (yellow again) were moved to the start. This one works:

    (The Timeline bit doesn't make a difference; that was just leftover from me trying something. It behaves the same either way.)

    For the life of me I can't figure why clicking on the sprite would wipe the array out.

  • I'm having a strange issue when trying to save an array to a file. Basically, I have a button that should save the array to a file when clicked. The event call I'm using works, but it seems like where I call it from is causing trouble. Presently, when the button is clicked, the file is saved, but the array it saves is completely zeroed-out. However, if I use the exact same line in a "Start of Layout" condition instead, it saves correctly. I have double checked the entire event sheet and there is nothing else that accesses the array, and I know the data is good going in to the layout and up to the point where the button is clicked, so I'm at a loss. Is there an issue with saving arrays during certain events, and is there a workaround?

    I'd rather not provide a .cap file, as the project directory is kind of a mess and rather large, but I can give screen shots of the events if needed.

  • I have a sort of related question. I made a loading screen to preload all of my music files to channels at the very beginning; if I load them at runtime, there is a noticeable "skip" in the action, so I wanted to eliminate that. I tried making a progress bar out of boxes that begin invisible, then turn visible as each file is loaded, so I load one file, flip a box to visible, then load the next, and so on. However, it didn't give the effect I wanted; all of the boxes stayed invisible through the entire process.

    I guess it has something to do with the layout not redrawing, so is there a way to force it to redraw each time I want the progress bar to advance?

  • Yes, they're interchangeable it seems, I was just forgetting a level so I actually needed "..\..\" instead. At least I was on the right track!

  • Forward slash. I am a moron. Thank you!

    (Edit) Also it would help if I were backing out far enough in the first place.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Good morning,

    I searched a bit and didn't see an answer to this, so I'm wondering if it's possible. I'm planning for my project to have an "episodic" structure, where there is a main executable folder, and separate episodes that are self-contained in their own subdirectories. I'm wondering if there is a way to refer to a PARENT directory above the current AppPath. For instance, I have a BGM folder for music files that includes music which would be common to several episodes, so I would like to have my XAudio2 object refer back up a level to the "main" BGM folder instead of having repetitive files in each episode's own subdirectories. Since they're OGG files, I'm keeping them external and playing them through channels rather than importing them. I tried using "..\" as a blind guess, and it didn't seem to work. So is it a possibility?

Space Lizard's avatar

Space Lizard

Member since 5 Oct, 2009

None one is following Space Lizard yet!

Trophy Case

  • 15-Year Club

Progress

15/44
How to earn trophies