Ragtime's Recent Forum Activity

  • It didn't work and it seems normal since on the start of the layout, the tag in question doesn't exist yet. It's defined at the very moment the sound is played for the first time.

    Well, I've found a rough solution: make this sound volume lower in a sound editing software. It's a kind of defeat but something's clearly missing in C2... <img src="smileys/smiley18.gif" border="0" align="middle" /> (the possibility to assign a tag without playing the sound)

    Thanks for your answers, all of you! <img src="smileys/smiley32.gif" border="0" align="middle" />

  • The problem remains the same in these two cases: a very very short sound is played (probably for a frame) and THEN the volume is set lower.

    As I said, you HAVE to play the sound to assign it a tag (even with "preload" you cannot do it), and use this tag in order to tweak the sound in question. So it seems normal that the sound is played normally for one frame before you can tweak it.

    Is there nothing to tweak the sound parameters before it's played? If so, something's clearly missing in C2. <img src="smileys/smiley30.gif" border="0" align="middle" />

    Did I miss something obvious?

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  • Hi!

    I have a problem with the audio feature:

    <img src="https://dl.dropbox.com/u/39121175/SoundIssue01.png" border="0" />

    My problem here is that the sound seems to be played loudly for a frame and then the volume is reduced...

    I'd like to set the sound volume BEFORE playing it for the first time, but I don't see how: is it possible?

    The sound I want to set the volume is identifyable by its tag and this tag is defined when the sound is played... So I don't see any way to set the volume before the sound is played.

    I could change the volume directly in the file the but still, I'd like to master these audio things in C2 (and it could make the process easier), that's why I ask this question.

    Thanks in advance for your help :)

    Rag'

  • Hi!

    I'd like to change the visual of the particle effect according to the movement speed of an objet.

    High speed = higher rate and lower timeout -> the visual result is bigger and fits the speed feeling.

    My problem is that when I decrease the timout (since the speed is decreased itself), the particule generated before the speed decreasement are visually killed, they don't die "naturally" and... it's not very appealing.

    How would you do that smoothly? It is possible to let the "old" particules keep their own properties and die naturally while new particules with new properties are generated? (and will die with their current properties)

    Thanks :)

    Rag'

  • Hi!!

    I'd like to know if there was a simple way to spawn objects outside the viewport (with a layout much larger than this viewport).

    In other words, potentially everywhere BUT in the viewport.

    Thanks!

    Rag'

  • That's exactly what I was looking for :)

    Thanks both of you!!!

  • Thanks for your answer :)

    I tried your method, it's a clean way to display the arrow properly inside a fixed windows (I'll use it) but the initial problem seems to remain the same: it works only if the player stays inside the basic window but the scrolling makes a big mess of all of that :) :(

    (or maybe did I just missed something?)

    That's why I wanted to know if there was a method/function/something to convert the coordinates from a layer to another... It seems to be possible for the mouse but what about the objects?

    Je suppose it may be easier to find a solution, who knows?

    https://dl.dropbox.com/u/39121175/MegaWar_0.07.capx

    Thanks <img src="smileys/smiley12.gif" border="0" align="middle">

    Rag'

  • It could be the answer to my question (could it work with any type of objects?) but I don't know how to use the function in question <img src="smileys/smiley18.gif" border="0" align="middle">

    http://www.scirra.com/manual/28/layer/page-1

    Layer functions

    layer.canvasToLayerX(x)

    layer.canvasToLayerY(y)

    Convert from canvas coordinates to layer coordinates. Useful for converting e.g. mouse co-ordinates to layer co-ordinates. See Mouse for an example.

    Thanks <img src="smileys/smiley9.gif" border="0" align="middle">

  • Hi!

    I'm currently working on a survival shooting game roughly similar to gunbros or minigore, with enemy constanly generated and moving toward the player, inside a closed area larger than the window... (vertical and horizontal scrolling)

    What I'd like to do is an arrow for each enemy off-screen, like an indicator of the incoming danger... Something like that (you see the blue arrows?):

    <img src="http://static.shiftdelete.net/img/article_new/gunbros_honeycomb_haber11303122351.jpg" border="0" />

    My problem is that my enemies are on a layer with paralax while the arrows are on the GUI layer without parallax. They're not in the same "system of coordinates" and I don't know how to create a link between them.

    I'd like to know if there is a way to know the coordinates of an element from a layer but on another layer... a kind of conversion or something, giving the coordinate of an object in a specific layer). That would be awesome since I'd like to use this system not only for the enemies but also for bonuses and other things... A crucial element of the game, really.

    Thanks in advance for your help!

    Rag'

  • it would be so great <img src="smileys/smiley27.gif" border="0" align="middle" />

  • Hi,

    That's something I tried to get rid of, for a long time... Precisely, since I've decided to make a game involving physics.

    If some of you could have a quick look at this test demo, they will notice that sometimes, the balls are moving THROUGH the enemies, like if the collision was ignored.

    http://dl.dropbox.com/u/63083711/index.html (made with r80)

    I know, the collision problem occurs pretty rarely but as you can see, it occurs *asometimes*... and even if it's rare, I cannot let it unfixed, it can ruin some gameplay situations.

    Is this a known issue? (collision lacking of accuracy when physics are involved -and in scripted movement?-) For a game like mine, this is a pretty frustrating (almost discouraging) issue that I don't know how to fix by myself. I seriously don't know where the problem can come from. It should work...

    Two words and one emoticon: please help <img src="smileys/smiley19.gif" border="0" align="middle">

    Rag'

    PS: note that the ball and the enemies are not animated (the animated objets follow the physical objets).

  • Construct 2 exports -> HTML5

    Gamemaker Studio (Soon to be released) -> HTML5, EXE, iOS, Android

    Stencyl -> Flash, iOS, soon HTML5 and Android

    Multimedia Fusion -> EXE, iOS, Flash, Android, Symbian, Xbox360

    Seeing that, I realize how important this C2's weakness is.

    C2 is currently good enough to make professional-quality games, it's a really powerful and friendly-user software, but even if you've developed an amazing game, it will be really difficult to make it profitable.

    I'll finish my current game with C2 and I'll have a look at all the tool listed above.

    Construct is clearly a very good software (with an active community!) but the different exporters seem to be considered as "nice to have" features... Seriously, they are not. They are important features, I should say high-priority features considering the current quality of C2. If it wasn't able to make great games, I'd understand but we already can do the 2D games of our dreams with the current C2... Now we need to share them with the maximum audience!

    I could easily pay for social/in-app purchases modules, or iOS/android exporters... Actually, I'd like to!!

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Ragtime

Member since 28 Dec, 2011

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