Steely's Recent Forum Activity

  • Thanks InkBot for this nice example, it works fine now.

    Want also to thanks ROJOhound for the nice Audiere Plugin

  • Thanks InkBot for youre reply

    [quote:uumfrtx9] Not sure I understand what you mean here. If you add your sounds as resources then they will be compiled into the exe. This will make your exe bigger (not sure if it causes performance differenses) and you won't have to keep external files around.

    to me it looks like it is in the exe, because it went from 7mb exe without sounds to 12mb exe with sound, but still don't play, maybe I don't understand what you mean with: to put it as resources? If I put all sound files in the root of the .cap, is that what you mean with resources? Because that is what I did now and it still don't work.

  • Thanks for the reply KrushBrother,

    No I did not, but what I don't understand then, how does construct knows where to find the sound files when I place a copy at my desktop?

    And how to make a comercial exe? So construct don't extract the sound files in the exe?

    I can't release my game if I can't put my sound files at a safe locations because of loyalty rights

    How I solve this?

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  • I just send it to a friend and he still don't have sound

    What else can be wrong?

  • Thats exact what I did, so I moved all sound/music to the cap/exe root now and it works fine at desktop

    Thanks InkBot, you made my day

  • Have search the forum abouth this issue but can't find a clear solution.

    If I run my exe in the same folder as where the cap file is, the sound and music plays fine, but when I made a exe and send it to some friends to test it, they don't have any sound.

    So I moved my exe to desktop and then found out that I did not have any sounds either anymore.

    Someone knows whats wrong here?

  • 1000 times thanks Tulamide, this is exact what I need and it works awesome!

  • Thanks Tulamide,

    I did not realize that the amount of pixels from the screen stay the same whatever the zoom is, so my explanation was wrong.

    What I want is that the player is around 10% at the left and/or right of the screen, but how to calculate this when zoom can be between 50-100% ?

  • Thanks for the reply Tulamide,

    At 100% zoom, the player is 100 pixels from left of the screen and my zoom level is between the 100% and 50% so you can see more from the level and it zooms in steps of 5.

    But I want that it stay 100 pixels from left of screen when the player hold Ctrl key, nomater what the zoom level is.

    this is what I do now at 100% zoom: 0-(DisplayWidth/2)+100

  • I'm strugeling to make a right calculation for the following:

    In my platformer I have made that if you walk right and press Ctrl that the player/camera moves to 100 pixels to the left of the screen, now I have added that you also can zoom in and out, and I can't figure out how to make the right calculation that the player/camera is still 100 pixels at left of the screen.

    Anyone can help me with this?

  • [quote:2kf3e7aw] is this a new problem, or this happens with 99.7 as well?

    Platform bug is same as 99.7 Lucid. Falling trough the platforms only when they are from type "platform", if they are solids it don't happen so far as I notice.

    Physics: did not check exactly what is going wrong there, but it looks at first sight that there is something wrong with the gravity.

  • Have my game running in C1 Classic now, everything looks fine exept physics.

    Also I notice that there is still a bug in platform behavior:

    The monsters in my game use platform behavior+custom behavior, when I set the platforms as solids everything works fine but when I set it as platform they drop trough the platform randomly when you walk away from your pc and the pc go at screensaver. It happens sometime's to when your active playing.

    Also I had the monsters jumping to heigher platforms and that go wrong when you for example have a other programs running and swap between them, I notice it when I swap between the game and msn as first, the jumpstrengt looks like its half what they suppose to do, hope that in C2 a lot of issues get improved and hope in C1 it get improved as well

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Steely

Member since 21 Nov, 2010

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