MrMiller's Recent Forum Activity

  • I can't seem to set my password to a new one... It doesn't recognise it, or the old one, when I try to log in again.

    Do you get the "Username and password incorrect" message? Or, does it just send you back to the front page with no message? I get the latter unless I check the box that says "Remember me". When I check that box, it lets me in. Give that a try and see what happens.

  • Does it help if you clear your cookies & cache? Just wondering if it's something left over from the old site.

    Nope. Still does it.

  • I just went through a bizarre chain of login problems where I had to submit for a new password several times, but none of the new passwords worked, and then when I reset it to my own unique password it still didn't work. That is, until I realized that if I checked "remember me" the system would let me in. But it should let me in without doing that, so this could be a bug... or something wrong with my browser settings, but I wasn't having this problem prior to the site change.

  • You do know if you save as a project everything's already in separate files, in C2? So would it be enough to just be able to manage when those textures are loaded in to memory?

    I hadn't checked C2 out since the first build I think, and I didn't do much with it at the time, so you'll have to forgive my ignorance on that.

    I see that images are being saved to the "texture" folder. So, say I wanted to call up image files and I wanted seperate folders for seperate batches of images, like "Texture Folder 1" has images 1 through 25, and then I create "Texture Folder 2" and it has images 26 through 51. Would I be able in events to write a Loop-String that searches a specified folder and calls the images in that folder up into the game at runtime? Right now in CC, I can replace images at runtime with other images from folders using a Loop, and I can specify which folder(s) to call the images up from. I'm really hoping that functionality carries over to C2.

  • 1. I'd like to see something that addresses how animation frames sequence themselves after you drag, drop, and rearrange them inside the animator. Like, if I move frame 12 to frame 1, I'd like the frames to still be able to keep their original visual number (the number they had before I moved them) somehow--perhaps by putting its original number next to it in parentheses?) because when I have a 150 frame animation that I'm chopping up, I'm not going to be able to remember that I moved frame 137 to frame 33's position. I mean really, this would come in so handy for those like myself who have animations with lots of frames and chopping and rearranging is necessary (as is often the case with animations with lots of frames).

    2. Gotta be able to import at run-time based on an event action. Using Loop Index to call up assets in CC is a Godsend. I realize that there are other priorities, but to me this is one of those things that just shouldn't be an afterthought. Being able to call up and manage assets from folders rather than bogging the game file down with them is just beautiful and useful.

  • I'm wondering if there is some tweaking needed with the volume setting in the plugin. In my cap, the difference between Volume 100 and Volume 10 isn't much at all, but it should be. If 100 is the loudest, then I should barely be able to hear 10 at all, if at all. On Volume 1 I can still hear it at the same level you'd image it to be at like 20 or so, but I shouldn't be able to. I also tried 0.1 and it's the same.

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  • Oh, I see. I got it. Thanks, Shinkan.

  • Yeah, that part I get, but I don't understand the overall structure of how it's all supposed to be put together. It's probably so simple that I'm just missing the obvious, but with Xaudio all I had to do was either put in the file name and location, or if it was to all be in the same folder I'd just input the AppPath and file name.

  • Xaudio was/is a major pain, but I don't understand the "alias" part with the Audiere plugin. What is this "alias" supposed to be written like? Can someone post some lines of working events that make a sound file play with the Audiere plugin?

  • ^ Yeah, I figured that was it. I just wanted to make sure I wasn't misunderstanding. I guess at this point if one were to use that trick cleverly enough they could pull off a simple 3D game with a decent amount of depth.

  • So would this also lead to the possibility of being able to have online play between two computers that are in say, different cities, both connected to the internet?

  • No, i dont think it is possible?

    I did it with 2 seperate 3D objects that differ slightly.

    Check out this example by Kastas :

    http://www.scirra.com/forum/viewtopic.php?f=3&t=9868#p75638

    Hey Chris, please forgive me if this is completely ridiculous:

    But say you had several 3D objects of a single character in your layout all at the same X and Y coordinates, and based on a sequence of button or key press events combined with events that made each object switch between visible and invisible, couldn't you in theory animate a 3D character this way in Construct?

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MrMiller

Member since 4 May, 2010

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