Guif0DA's Recent Forum Activity

  • But using my way isn't possible? Just to clarify.. if I compile the example and test it, it plays the music but during the editing in construct, It doesn't play while running it, so I really don't know what's wrong.. there is my CAP file, there is a folder 'OST' and inside there is the test.mp3 file..

    Construct doesn't play the musics while running it? Only after compiled?

    edit: Also I did the way u pointed and still not working, added the .mp3 file to files

    and at start of layout I added xaudio: play file from resource and select the file and still no music. But, if I compile it, then the music plays.

  • I'm with the same problem, it doesn't play the music but if I compile the game it plays, so I'm kinda confused, Construct doesn't play the musics while testing the game? Only after compiled using the .exe file?

  • Long time I don't use construct so I don't really remember some things..

    I loaded a project and when I run it, it doesn't play musics and sounds, but if I compile it to .exe it plays all the stuff correctly.. so I really doesn't know what's wrong..

    I used the Xaudio2 like this:

    AppPath & ''OST\test.mp3"

    it's all there and compiled it plays the mp3 but while testing it in construct, it doesn't play the music.. the '.CAP' file and '.EXE' file are all in the same place with a OST directory in it and the musics inside..

  • Im very happy with that decision, I think it was the right choice and i'm looking forward for Construct 2! I loved the first one and to be honest you guys deserve a lot of money from this development!

  • Was something like this what you had in mind?

    http://dl.dropbox.com/u/10316081/wind.cap

    yes!!!11

    had no idea of that force thing, thanks a lot!

  • > the winds need to work with some boxs that are with physics behavior

    >

    > but it cant move all of em if there is alot of boxes behind

    >

    Apply a force to the boxes in the direct of the wind (Possibly making it strong as it get's close to the source. Using maybe the line of sight object, test if the boxes can see the source, if not cut the amount of force WAY down.

    EDIT: And certainly include an area of effect box if needed.

    Its an idea too, i'm gonna try it certanly.. but any idea about if there are many boxes side by side it would be hard to move 'em all?

    the idea is to make a strong ''base'' so they ill not move by the wind.. the function of the wind is to make the life of the player harder

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  • the winds need to work with some boxs that are with physics behavior

    but it cant move all of em if there is alot of boxes behind

  • Hi

    as the title says, any1 know a way to simalate winds during a game?

    I tryed using the physics behavior with some 'wind objects' moving horizontaly but they always move alot of things with alot of mass even if I put to be destroyed after contact..

    any tips or ideas??

  • great art direction!

  • Think i got a problem.. not sure if it's only here but..

    when I put a private variable at a spritefont it doesn't appear in the debug, also if I use events that requires the variable, they ill run slow.

  • really workd!

    i guess i used val() instead of str()

  • [quote:1d3eswhl]hey, doesn't gettoken works with private variables?

    like

    left(Gettoken(SpriteFont.Value('sdfsdf'),2,"."),1)

    ??

    If 'sdfsdf' is a string then it should work. But if it's a number then it needs to be converted into a string with the str() function.

    left(Gettoken(str(SpriteFont.Value('sdfsdf')),2,"."),1)

    im not sure but i think I tryed using str() before posting.....but I'll see here again

    maybe forgot something

    thanks for reply

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Guif0DA

Member since 5 Dec, 2010

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