Megabeard's Recent Forum Activity

  • Hey guys, I'm stumped yet again and was hoping I could get some advice. <img src="smileys/smiley1.gif" border="0" align="middle" />

    I'd like to make a moving line graph that the player has to ride over a pitfall in my platformer. It's a similar idea to the moving platforms of Super Mario World, except here it's a bit more complicated because a line graph moves at different angles when moving up and down.

    Here's an example of what I mean: youtube.com/watch

    Except like I said, it would move at an angle... but truth be told, I can't seem to figure out how Sine works at all. As in, I can't even get the platform to move. <img src="smileys/smiley36.gif" border="0" align="middle" />

    So can anyone help?

  • In whatever event I use to switch layouts, I also include an action to stop the music within that event. Have you already tried that? It works for me.

  • What you say seems to be working for me, though only for Audiere, the sounds won't play using Xaudio2 for some reason. On the flip side, Audiere apparently doesn't recognize when it's supposed to be global even though the option is there... oh well, at least sound related things are nice and simple to add in now.

    Thanks for the help, tulamide! :)

  • In my game, I'd like to play music in my layouts in the simplest ways possible. I find that when you load the file during play time as an action, it's a bit complicated for my liking. You have to load the file from where the construct file is, otherwise you have to specify the folder, which I'm guessing as an exe would be a huge pain since I'd have to include all those files with the exe (Or am I wrong?), so I want to avoid that.

    I notice that there is a folder for music and sounds in the project bar of Construct, so I'm wondering, how would I play music from the files I already loaded to those folders? I figure just putting them in the program like I would, say, a sprite, would be by far the easiest route to go, but in both Xaudio2 and Audiere, I can't figure out how to play those files I had already loaded.

    So basically, what I'm hoping to do is just play the sounds I've already loaded into Construct. Any ideas how I'd go about doing that? Thanks.

  • The funny thing about ideas in game design is unlike many other forms of entertainment, that other people usually won't take other people's because they already have their own. You sure there's absolutely nothing you can think of? If not, here's a little something that's been in the back of my mind for some time that I'll likely never get around to doing:

    In the future, you are an obsolete robot, and like with most technology, when it's obsolete, it gets thrown away, upgraded, or deactivated. However, this particular robot escapes the grasp of its owners in light of learning it was about to be "Decomissioned". However, the robot has pursuers, who are experts on hunting down rogue units. You are deemed a threat to society, and your only objective is to survive, and make your way out of a futuristic city.

    The gameplay is up to you, but I envisioned it as being very tech based. Since you play as an obsolete robot, when you attack, you lose energy. The only way to gain energy is finding power cells. The energy also keeps you alive. It's somewhat similar to the mechanic of energy in the F-zero series. You can use attacks, but it also drains your life, so you have to be careful. Other ideas I had were being able to detach the robot's body parts to complete puzzles. A bit like how Bender from Futurama can crawl around using nothing but one of his detatched arms.

    The final boss could be your hunters, or perhaps your former owners.

    Not a very developed idea, but maybe it'll catch your interest.

  • That sounds very plausible, and it shouldn't interfere with the other events like my attempts, so I'll give that a shot now.

    Thanks for the response! :)

  • As the title says, I'm trying to spawn the player in different spots. What I mean by this is that the player starts out at the beginning of the level normally, but in my game, there are secret areas. Once they leave the secret area, I would like them to spawn near the end of the level instead of at the beginning. Think Mario and the pipelines.

    But so far, I'm completely baffled on how to do this. Because spawning the character at the beginning of the level is done by placing the sprite there, but I can't think of any way to change that specifically for when the player leaves the secret area that actually works.

    Any idea on how to do this?

  • You're right. Could have sworn it was a bug too, but as usual, I'm wrong about CC stuff.

    Thanks to everyone for the help!

  • That fixed the problem like you said. If centering the sprite is the work around for the bug, I can live with that, no big deal.

    Thanks for all your help!

  • Ah, you're right.

    I tested in one of the older versions of construct and I'm still getting the same problem somehow. So it looks like I was wrong about it being in the new release.

    I can't imagine something like this going unnoticed though. Does image point work okay for everyone else when mirroring?

    Edit: Also just tried using hot spot instead of image point, and the result is the same...

    Edit 2: scirra.com/forum/image-point-problem_topic42266.html

    I found another thread with the same problem. Doesn't look like it was solved though. <img src="smileys/smiley11.gif" border="0" align="middle" />

  • Here is an example of the problem I was having:

    dl.dropbox.com/u/42313097/Problem.cap

    Press space to spawn the projectile, and when mirroring, you'll see that it come sout slightly lower even though it should have the same image point.

    I suspect this is a bug, though I could also just be missing something.

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  • I took your advice and decided to make a simple cap trying to do what I want to happen in the main game. The problem still remains, but I did find something interesting.

    I originally thought that because my sprite was getting mirrored, the image point was as well, but I was wrong about that. As a test, I set the image point to the top right corner. Now, if the image point was being mirrored, the projectile would come out on the bottom left.

    But instead, the projectile continues to come out slightly lower on the mirrored side. I'm thinking this is a bug with the newest version of construct classic. Or I'm just missing something here. At any rate, here's the cap to show what I mean:

    dl.dropbox.com/u/42313097/Problem.cap

    Tap space to spawn the projectile... it doesn't move just so we can see the difference in where it comes out when it's mirrored.

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Megabeard

Member since 30 Jun, 2011

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