the_chosen_byte's Recent Forum Activity

  • This might a total derp-questions, but, I can't figure out how to get sound to function on more than 1 layout...

    I am using the XAudio2 plug-in on my first layout. I've created a second layout, and have included an event sheet that describes how the character ought to produce sound when moving/stopping etc. However, I can't place the Xaudio2 plug-in into my second layout because it says " an object named "Xaudio2" already exists", but it only exists in my FIRST layout...urghh, I don't get this.

    There are no global objects in Construct, right?

    I can't seem to find any issues with this...it almost seems to simple of a problem, I am just not getting how it works...Thanks guys.

    Here's a cap...

  • Yo, it would be ALOT clearer what you were doing and trying to accomplish with a .Cap file...it sounds really interesting, but I can't wrap my noggin' around it.

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  • Hey Tabe, I am far from a "pro" but I made a few small adjusts to your .cap

    What I did was set events for if the Left or Right arrow keys are down, and then sub-events for if the Down or Up arrows are down. Then, I used the 'Set Angle' event, to control the angle determined by what combination of directions the player was pressing...

    Is this what you wanted??

  • any ideas here??

  • hmm, much simpler than I thought! I was trying all kinds of insane stuff with the registry key object...

    I mentioned the file size because on mac (i have bootcamp partition just for construct) file dimensions are listed for image types.

    Thanks R0J0, i;ll see what I can do.

  • Construct2 doesn't currently offer all the behaviors of Construct Classic, so it would be a bit more difficult, but certainly possible. Sounds like you should try Construct Classic, you could build a rough of that idea in an afternoon!

  • I know it's possible to check within the application for files and folders using the "File" object, however, what I am trying to do is check a player's desktop for files with certain traits. Sort've like a Psycho-Mantis-Metal-Gear-Solid scenario

    For Example:

    player overlaps a sprite, if the player's desktop contains a file named "let-me-in.txt", send player to "Layout2", if not, write text "Hint: bla bla bla"

    Or something like:

    player overlaps a sprite, if player's desktop contains a file named "square", and file height=file width, send player to "Layout 3"

    stuff like that�Would I need to use Python scripting for this, or is there a "simpler" way?

    Any ideas?

  • I've found that if I select the relevant objects from one layout, and then copy with ctrl+C, I can paste with ctrl+V into a different layout.

    ONLY THEN it is possible to do the same on an event sheet: highlight , ctrl+C, and then ctrl+V into the other event sheet. Sometimes, you need to have atleast one event already in the sheet, or paste into a prexisting event and then pull them out. But from what I've found, the trick is copy and pasting the objects first.

  • chrisbrobs/lucid

    seems to work well enough, only the character remains on an angle when flying through the air�which is what i was trying solve with my "else" event...

    works for now though, thanks!

  • Hey, could anybody help me out, I was trying to figure out a way to make my character rotate to match the angle of the ground he stands on.

    I found a rather brutish way of doing, but it occasionally doesn't work at all, and sometimes triggers epileptic angle switching until you move to flat ground.

    here's a cap

    <img src="http://i.imgur.com/hIaIK.png" border="0">

    I am sure someone's solved this before, but i haven't had much luck searching for it, it's a hard thing to phrase.

  • Hahaha, a blessing in disguise�I hadn't saved my faulty code, so when I went to rebuild the code and duplicate my buggy results, I must have changed something because I have it working now. I do need to take that plug-in out of my system folder though, I never use it and it always causes compatibility issues

    Thanks though JayJay

  • I am trying to setup a boundary for puzzle objects, so if they are sent out of reach, they'll be destroyed, and new ones will be spawned at the original location.

    Here is a screen shot to help explain...

    <img src="http://i.imgur.com/Y3TeN.jpg" border="0">

    so when a purple box goes outside of the faint green boundary area, it should get deleted, and then a new one gets created at the center-point of the boundary.

    every time I think I get it to work, the program spawns so many purple boxes that it crashes.

    anybody have an idea?

    here's a cap

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the_chosen_byte

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