pooiyx's Recent Forum Activity

  • How do I make the Progress Bar object invisible?

    Also, changing the opacity of the layout that this object is on has totally no effect. Is it the intended behaviour that the Progress Bar object must always be visible?

    Thanks.

  • The AVI object seems to be bugged when the game is run in fullscreen. The video doesn't (visually) appear, although the sound is playing. Is there any way to solve this problem?

    Is there also a way to set the exact "window/object" size/resolution of the video ingame? Like how you can do so when you embed videos in PowerPoint slides for example.

    Also, is there a way to make XAudio2's Master Volume able to control the video's volume? I want to adjust the video's volume through events and not rely on the user to do so.

    Thanks.

  • Is there an action for the MouseKeyboard object where you can enable/disable this object?

    There are many actions which involve enabling/disabling stuff in Construct, but I can't seem to do it for something so simple like the MouseKeyboard object.

    Thanks.

  • There is Sprite.AnimName, but is there any private variable that gives the Sprite's current Animation Number? Note that I'm not talking about Frame Numbers here.

    Thanks.

  • Is there a .cap file for the Rain shooter on the demos page (http://www.scirra.com/construct/demos.php)?

    Thanks.

  • Is there any comprehensive documentation on all the effects provided with Construct (everything from Additive to Wave Horizontal)?

    Thanks.

  • How do you access this function (or something similar) in Construct?

    Thanks.

  • So the OR condition is buggy?

  • I've managed to reproduce a runtime crash in my game twice already (it's very tedious to reproduce it so I'm not going to try a 3rd time unless it's really needed). I'm not sure if this is a bug with Construct or with the sprites I'm using or some other reason.

    This is the "stable" .cap file without any crashes.

    http://www.mediafire.com/?bmqqt8iz3oi24rg

    The crash comes when I add in 1 particular new sprite (Weapon1UpgradePowerup), and the events associated with it (everything under the comment "Powerups").

    To reproduce the crash, just shoot the powerup when it appears, then shortly after this when the next powerup is due to spawn, the game crashes.

    http://www.mediafire.com/?k9mpqnqm1941x8d

    Basically, to reproduce the crash, all I did was to take the "stable" .cap file in the 1st link above, then add in the "Weapon1UpgradePowerup" sprite and all the events under the comment "Powerups". The result is the 2nd cap file above. And I have done this twice already to confirm it. So this is a systematic problem, not a randomly occurring bug.

    I don't know what is wrong though or how to solve this problem. Any help would be greatly appreciated. Thanks.

    Note: For the Controls: A to move clockwise, D to move anticlockwise, numpad4 to shoot. The only collisions implemented so far are those involving the Weapon1UpgradePowerup sprite.

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  • What does the range 0 to 100 mean here? (What units are being used here?)

    What value in this range corresponds to the sound file being played at its original volume?

    Also, how do you access this particular variable using syntax? (XAudio2.??)

    Thanks.

  • Oh, so for the 64 available audio channels, I can just loop from 1 to 63 to make them "normal" again, and just channel 64 will not follow timescale.

  • I have a Particles object which I want to be always "animated" even when Timescale = 0. Is there a way to do this?

    Also, is there a way to make a specific channel (of the XAudio2 object) ignore Timescale? Unchecking "Timescale audio" affects all channels, but I want to reserve only 1 channel to play when Timescale = 0.

    Thanks.

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pooiyx

Member since 25 Sep, 2010

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