PabloDev's Recent Forum Activity

  • Okay, tomorrow I'll take the example.

    Now I have a little sleep -_-

  • Suppose you have a song divided into 4 parts.

    You want the four parts to sound one after another without silences, otherwise the song will sound bad.

    That's what I want to do.

  • Between tick and tick there are 16 msec. , I think the silences are not removed from the editor. Editing audio files would not work.

  • Hello, I think it is not possible to create a playlist in C2.

    I mean put songs to a list, then run the list (play list "name") and make the songs run automatically.

    As an option it would be well to choose to run without spaces of silence, then one of the other.

    I mean, the songs go from one to another without spaces of time, without silences.

    The idea is to be able to create a list of music files or sound that are reproduced next without needing control by the user.

  • Yes, that's another way to do it.

    But can not find the language using NWjs?

  • Hello, my game will use NWjs and will have texts in English and Spanish.

    Should I use the browser object to know the language of the user's operating system or can I do it directly from NWjs ?.

    I do not see any way to find out the language using NWjs but I'd like to be sure.

  • Hello, any comments on this?

  • Ahh, ok now is the correct link.

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  • The Pasota is a videogame that recovers a style of control that was fashionable in the first microcomputers like Spectrum or Amstrad.

    The references are the playability that some old games of microcomputers like Spectrum +2 or Amstrad had to which I have added some new elements.

    The Pasota is incredible, your head will explode when you see what I have to tell you in the game's plot, I only ask you to sit in a chair with backing when the game is released and you acquire it on Steam.

    Because ... believe me friend, you will end up acquiring The Pasota if I do not die during the development ..

    At the moment I can not say more, I continue to develop the game in my studio formed only by myself.

    A scene and narration that belongs to the introduction of the game, is in DEBUG mode:

    First screen... can you recognize it?

    Model of two audio tracks (unfinished), It's a somewhat experimental style.

    It has tribal touches (due to the theme of the game) as in percussion, acoustic and electric guitars (not in this tracks).

    https://www.dropbox.com/s/66axz3szvxs8k3k/oldMan.mp3?dl=0

    A video (slow pixelart timelapse) in which I make a graphic pertaining to the intro of my next videogame for PC Steam:

    https://youtu.be/PqhsTT79L-0

  • yea

    Im still trying to get my head around it.

    looking at 99Instances2Go's capx

    even if you deactivate the group on start of layout, or even just right click disable the group in the editor, the trigger still runs if the set text code is outside the group!!!!

    This is screwing with my head. just when I though i was understanding C2,,,,

    Yes, it seems that the trigger works with the group disabled but its actions (in case of shooting) will not be performed.

  • That is actual very easy to show, so you dont have to take me on my word.

    https://www.dropbox.com/s/ezceqtejd2u3x ... .capx?dl=0

    In fact, it is not exactly known when a trigger fires insight the tick. For the 'hardware readers' (mouse, keyboard, Ajax) there is no rule. It depends on the device and on the browser. Some triggers just have to run at the start of a tick, else they dont make sense. The 'On landed' by instance. Platform has a 'push out of solid' routine. Evaluating a position under 'On landed' should give the position after the 'push out of solid', even if you set the position to something else later in the events.

    The only thing that is for sure, is that a trigger fires only once in the same tick.

    A Group is just a condition as all other conditions. It has a system Boolean 'activated', false or true. And it will evaluate that Boolean every tick. Every condition under a condition is a sub condition.

    So, again. What happens of you bury a trigger (there are false triggers too) deep (or not that deep) down in sub events ? It triggers and looks up to find out if it can run its actions/subs.

    Do not quote me (stealing the possibility for me to erase my dumb comments, and dude, this whole forum has dumb post from me, till i learned something about the subject) and then offer to erase your own posts. Tyvm.

    It's unusual behavior for me, no programming language I've learned has a condition that works like that.

    I'm not saying it's a bad thing, I'm just saying I've never seen anything like it.

    Thanks!.

  • Change on key pressed' to 'key is down' ... add 'once while true' to the same event.

    Why ?

    'on key down' is a trigger. It fires, and then the rest of the events is executed.

    So, after firing that trigger, 'it' looks up if it can execute its actions. So, it goes up, meets the Group, is the group active, then the trigger is allowed to run its actions.

    After that, 'it' starts with executing top-down. First the group (is it active or not), then resets the local var to zero, then checks if the local is 1.

    'key is down' is not a trigger, it stays at its place in the top-down run list.

    (making the var static is not a solution if you want to var to reset)

    A bit complicated for me the trigger operation, in addition I translate your message to my language.

    Thank you, I think something I understood.

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PabloDev

Member since 2 Nov, 2015

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