angelicatoo's Recent Forum Activity

  • Will try it thanks and report back.

  • https://www.dropbox.com/s/qn9n26dowd0djql/exp2.capx?dl=0

    attached above is link to capx. I dont know how to explain this, I was using the global backwards and forwards thing with mouse only and everything was alright. Then yesterday I tried changing it to touch, tap on object with mouse/yes and everything went tits up and remained that way once I put it all back to mouse only again.

    Sometimes the global layer is visible sometimes it isnt, sometimes only some of it is visible in the browser, sometimes the project skips a page on clicking.

    I havent attached the capx for the original project because it is large, 18 layouts but I recreated the problem in a small way.

    I set the project up with mouse, changed it to touch tap, it went wrong, I put it back to mouse and it is still wrong.

    On layout1 the global layer shows up , then it doesnt, but the hotspot/links/ buttons (whatever you would call them) still work even though you cant see them... I am using chrome browser, I just updated Java but that has made no difference. I am on release 212.2 (64 bit). I cant see anything logical that would be causing this.

    Should I update to a beta version of Construct2, am I doing something wrong?

  • yeah its just that if you are not all that ofay with sound files its a bit difficult to know what should work and why it would or wouldnt. There were plenty of other ones yesterday, I downloaded them off one of those free sites but dont have time to wade through them all to figure out the intracies of wave file differences. I am hoping if I just process them all through this freac I wont have to think about it Thanks

  • Well I have two wav files on dropbox you can look at that will not import : www.dropbox.com/s/6ynmi110qtcy4f1/BaritoneFast.wav?dl=0

    www.dropbox.com/s/la92ajedid1c8qw/bee.wav?dl=0

    the first definately seems to be the right format to me.

    Anyway I have found that some do work and some do not. However I downloaded this free program http://www.freac.org and run the same files through that to convert them to ogg and m4a and import them then everything works just fine.

  • I have looked around the forum and read the manual. I have looked at the bug reporting bit and there are similar issues mentioned but it says they they have been resolved. I looked at the bug submitting form and cant see how I could make my issue fit the form and dont know how you could prove the negative. The issue is that every time I try to import a wav file it says it failed to make an ogg file. I made some flac files and tried with the and the same thing. I used audacity made some ogg files, imported them but they would not work. I cant figure out what the problem is. I have noticed that the wav files I have been trying to import are not 44100 but I dont know if that would be the issue.

    Any answers/suggestions?

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  • http://www.gameart2d.com/freebies.html well here it is, I guess if it is not allowed it will be taken down but it would be good to know for sure incase I find any others

  • No, its one I found with some freebies to download.

  • Is it ok to post a link to another web site that has free game graphics if that site also sells packs?

  • Actually I just cropped the transparent space of an animation with 10 frames and the memory went from 43mb to 28mb.

  • Ok so another day on and I have found the information that the debugger gives you information on the memory usage of images and the blog entry about not wasting your memory usage and the fact that the figure in the status bar represents a figure for the heaviest layout and not the whole project. I would delete the above but I would guess someone else would have the same questions at some point. I didnt understand that the memory usage of images was about total pixels and not file size and that memory usage is per layout not the total project.

  • .

  • I have just been reading about keeping game memory usage down to below 100mb and that images are the main

    culprits for using up memory.

    What I do not understand is how a png of a known file size becomes something else and how to know what the new file size equates to or how to prepare for that.

    I see on the status bar where it tells you the difference between download size and memory usage. This says approximate and seems to be a figure for the overall game and not for one particular layout. Please correct me if I am wrong.

    I would like to be able to see this per layout as they may be totally different because of images. Also I think it would be useful, once an image is imported as a sprite to be able to see just how much memory each object/sprite will use in game. Again if that is already possible that would be great but I cant see it anywhere. or perhaps there is a simple equation like take png file size , multiply by three? I looked and thought that the 'animation pallet' would have been the most logical place for this. Also is the approximation of memory usage in the status bar for the project as it stands or what it may be after optimization for publication?

    Ta x

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angelicatoo

Member since 17 Sep, 2015

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