-Silver-'s Recent Forum Activity

  • So this is literally the last thing I have on my "to do" list before uploading my game for beta testing. Everything else is done, and I figured this would be fairly easy. Depending on the value of a "Controls" global variable, I would have the game respond to different keys for the basic controls. WASD movement, or arrow key movement.

    However, I can't see any way of changing the controls settings through events. And running a forum search for the topic led to recommendations for using this plugin: http://www.scirra.com/forum/customcontrols-works-new-demo-cap-fixes-360-analog-problems_topic38157_page6.html Which hasn't worked for over two years!

    Is there any other way to do this? Is it supported in-game now, and I'm just missing something?

    Thanks for reading <img src="smileys/smiley12.gif" border="0" align="middle">

  • Thanks, Rory! <img src="smileys/smiley27.gif" border="0" align="middle" />

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  • First proper screenshot I've shown of Omega! It's come a long way since the Alpha testing session, and hopefully Beta testing can begin tomorrow evening.

    If you want to play it, keep an eye on the "Help and Support Using Construct Classic" forum <img src="smileys/smiley1.gif" border="0" align="middle" />

    <center><img src="http://i216.photobucket.com/albums/cc212/darkstorne/OmegaForest.png" border="0" /></center>

  • Hey, don't be sorry! You made me realize an error of my own! If you hadn't chimed in, I would never have known <img src="smileys/smiley1.gif" border="0" align="middle" />

    So thank you!

  • At least it's an easy fix! I thought random(22) meant Construct would go through every number up to 22, including 0. Hence adding the 1 to make it 1-23 instead of 0-22.

    So for a 23 frame animation I need random(23)+1?

  • No, random(22)+1 will return 1-22

    -> random(22) returns 0-21, 1 added results in 1-22

    I thought random(22) returned 0-22? That's why I used random(22)+1, to give me a result of 1-23 instead of 0-22.

    I may have to tweak the event to random(23)+1 if I'm wrong.

  • Follow this excellent tutorial: scirra.com/forum/ghost-shooter-tutorial-intro-to-construct_topic34171.html

    It will likely answer all of your questions <img src="smileys/smiley1.gif" border="0" align="middle" />

    And yes, you can talk about Construct Classic as much as you like!

  • Thank you R0J0! I tried the third option first, and it worked perfectly <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I have a dilemma. I created an XAudio2 object in my second layout (a level) and made it Global. I have a ton of events set up for music and sound effect control throughout that level. I then went to my first layout (the main menu) and started adding sound effect events there as well. However they didn't play on the Main Menu, presumably because the XAudio2 object hadn't been loaded yet, since it was a part of the second layout - they only played on the Main Menu if I started a new game to get to the Level layout, then from that level returned to the main menu (with the XAudio2 object now loaded).

    To get around this issue I created an event where an XAudio2 object would be created at the start of the Main Menu layout. Problem solved! The Main Menu now has sound effects right from the start! But... when I now start a new game there are TWO XAudio2 objects playing music and sound effects in the Level layout, leading to distortions and possibly even reduced performance.

    Is there a way to destroy XAudio2 objects at runtime? Because I can't find the option anywhere. I imagine if I can destroy the XAudio2 object from the Main Menu just before the Level layout is loaded, the duplicate sound effects and music issues will be resolved.

    The only other solution I can think of is to delete the global XAudio2 object from the Level layout (which would delete all of my sound effect and music events <img src="smileys/smiley6.gif" border="0" align="middle" />) and start again, creating the base XAudio2 object on the Main Menu this time around. Obviously, I'd reeeeaaaaally like to not do that.

    Thanks for reading. I hope someone can think of something <img src="smileys/smiley12.gif" border="0" align="middle" />

  • Of course!

    Thank you so much! It works perfectly now <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Hello!

    I have a foam animation for my waterfalls and I'm trying to find a way of randomizing its starting frame. I have a section where there are multiple waterfalls visible at once, so I'd like to avoid having all the foam looking synchronized.

    I tried:

    Start of Layout>

            For each Object: Foam      ------>     Set animation frame to random(22)+1

                                                                       Play Animation

    It's a 23 frame animation. I hoped this would assign a random animation frame number to each foam sprite, and then play from that point. But they still all play identically. Any ideas?

    Thanks for reading <img src="smileys/smiley12.gif" border="0" align="middle" />

  • Thanks! The "global" part was exactly what I needed :)

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-Silver-

Member since 21 Sep, 2010

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