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  • I believe you can do that by using the sound's "Stop" action. Have you tried that?

    You could simply stop the sound every time the action occurs, then play it. So you'd have a 2-part action.

    If x condition...

    Stop "sound"

    Play "sound"

    Something like that perhaps?

  • I'm sure there are other ways that could be done but one I thought of is to use sprites for the holes, where the sprite's color is that of the background, so it looks like a hole.

    When the player jumps you could do a collision detection to see if there's a hole there. If not, the player doesn't go through. Otherwise the player goes through.

    The hole being under the player would be a bit trickier I think. Perhaps others have ideas on how it could be done.

  • I love FLStudio and Synthmaker as well. Synthmaker's interface is just such a relaxing one to work with in comparison to those like SynthEdit.

    This is very nice, I like the sounds. The sounds sound reverbed, is there a way to eliminate that reverb sound so that you can place any reverb on top of them?

    Also thought I should mention, in case you all weren't aware, xoxos has some totally awesome VST plugins that produce incredible ambient effects. There are a few of the great ones listed at the following:

    xoxos wind, rain and thunder

  • Hmm, did you upload your sound files as well? Looking at the site through Chrome's console, I'm seeing the following error:

    Failed to load resource: the server responded with a status of 404 (Not Found) mahdisml.ir/store/doodle%20move/media/storymusic.ogg

    Maybe you just need to upload your /media/ folder?

  • Yep, the official condition, as was this one, is indispensable. I made quite good use of your plugin before the official one came along. Thanks so much for having provided it.

  • Interesting! I just found this quick tidbit about it:

    http://tech.slashdot.org/story/11/10/23/1949227/google-not-reciprocating-on-iframe-usage

  • I was also wondering if anyone knows how to make a color always on the bottom- with most spriting and animating there is a color that is always on the bottom- or every other color gets displayed if this color (say white) ever overlaps with other colors so that objects can overlap (like a plane flying over an island). I thought initially that the layers would suffice but since the sprite image is always a square then sprites which aren't squares have a color on the outside- like white.

    That's actually a somewhat older way of doing things. I recall GameMaker used to let you pick a color for transparencies. These days though, it's best to just use transparent PNG files for your images.

    Besides red, green and blue values, PNG files can have an alpha value. That not only designates that a particular pixel can be seen through, but it can be seen through to a particular degree.

    If you take a look at many of the examples that come with C2, you'll see a bunch of such images. You just need an image editor that can export that format, like Photoshop or GIMP.

    Just to add to this discussion too, I think optimization is an art and science itself. I'm by no means adept at it, but have the highest regard for those who know how to optimize code.

  • LaDestitute, hope I'm not misunderstanding you here, but if you have a variable (ex: var1) of an object (ex: Sprite1), you can set the value of that variable to the array index as follows:

    Sprite1.var1 = Playerstats.At(2,0,0)

    Does that help?

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  • I think I may be misunderstanding you, but I'm able to create family-based conditions with r87 currently.

    I threw together a very quick test showing that I'm able to create conditions with family objects, as follows:

    family-test-r87.capx

    Is that what you're referring to?

  • birdlantern, this is amazing! While the graphics are relatively simplistic (being monotone), the game is so artistically rich, it's stunning.

    I'm desperately hoping for some advanced audio capabilities in C2 myself. I'd really like to delve into creating a modular app along the lines of Max MSP/Pure Data, something quite simpler but capable of interesting stuff. So I found it interesting you mentioned Max MSP in the article.

    Looking forward to seeing how this one progresses.

  • There are a lot of ways to go about that. One way, you could add a "Purchased" boolean variable to each item in the store (assuming they're done with Sprites).

    Then use a boolean check before user is allowed to purchase the item.

  • I'm not sure about the Android market myself but in general, it's good practice to make constant updates to show you're active as the developer. It's one of the great reasons so many of us use Construct, because it's actively maintained.

    As for the high scores, if you're using the web local storage to store the scores, they will be maintained in the browser for as long as the user doesn't delete them. You'll just need to use the same string to access them.

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Ugotsta

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