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  • I do think it is short sounds, but I tried lengthening the sound and it would still crash, but again just on Safari.

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  • Problem Description

    Certain sound files (this seems to happen with very short sounds, like a footstep or a "getting hit" sound) will cause the game to fail to load on mobile. The game will load fine on PC, however.

    Attach a Capx

    https://dl.dropboxusercontent.com/u/987 ... orked.capx

    Description of Capx

    There is simply an Audio object, as well as the culprit sound file (this time it happened to be a footstep from a game I'm working on) in the sounds folder. There are no events. When launched on PC it will run, but on mobile (at the very least when previewing over wifi) it will throw an error and either try to reload the page or crash.

    This bug only happens if both the Audio object and a sound file exist, even if no code tells that sound to run. Without the Audio object, the crash does not happen.

    If the sound file itself were bad, one would think it would have problems importing, or if not that, then both PC and Safari would crash?

    Steps to Reproduce Bug

    • Create new default project.
    • Create Audio object
    • Download this example broken sound file: https://dl.dropboxusercontent.com/u/98721999/step1.wav (or just make a really short sound, maybe it'll happen?)
    • Import the sound file into Construct 2 normally
    • Launch Game on both PC and Mobile

    Observed Result

    PC works fine, but it crashes on mobile

    Expected Result

    The layout should run.

    Affected Browsers

    • Safari (I only have an iPhone so I couldn't test any other mobile platform)

    Operating System and Service Pack

    Windows 7

    Construct 2 Version ID

    Version 90 (64-bit)

  • That seems to work. Thanks!

    I handled the appearance of the chains with physics objects and joints. They're super bouncy but that's the best I got.

  • The player is moved using the Platform behavior.

    I'll give that a try, though I'm not sure the best way to implement it.

  • For a part of my game, my player is held captive by chains until he breaks out. I need to be able to root the player to the ground.

    Right now, I followed the Pin Chain Style example in the Examples folder that comes with Construct, and the chain itself attaches correctly to the player, but will not stay rooted to the ground. How can I keep the chain held to the ground without moving?

    Thank you!

  • I wanted to get some mobile experience under my belt, so I created a relatively simple game to get some experience with exporting and publishing.

    Thus, I made Tasteout, a game in which you pick fruits to mix colors, and feed the colored ball to very picky blocks.

    It was meant for mobile, but I ported it to PC. You can play it here!

    It's also a web app for mobile, though I hope to be able to publish native apps soonish.

  • Anyone able to help?

  • I'm having a bit of a multifaceted issue with developing a mobile game. Currently I'm testing on Safari in iOS because all I have is an iPhone to test. Anyway, being an iOS game, the game uses the Touch behavior. However, any time I touch the screen to do something in-game, the address bar pops in, obstructing the game (I have the fullscreen setting on "letterbox scale" but the address bar doesn't seem to resize the game).

    As such, I've resigned to adding the game onto my homescreen using Safari's "add to homescreen" feature. However, when I do that, it doesn't load any Music (though Sounds still plays). Music plays as intended in Safari, just not when the website is added to the home screen.

    There's got to be a better way to handle fullscreen landscape games in iOS. Is there nothing I can do to hide the address bar in landscape mode?

    Also, does anyone have any advice for publishing to mobile? I'm concerned about this fullscreen thing hindering my game's success.

  • It just seems weird to me that you can WRITE to the scale, but can't READ it.

    And the above solution seems viable.

    Also Aphrodite, that's what I ended up doing. It just seems like a needless workaround, much like the "fake global bool using 0/1 int" thing.

  • So I can set an object's scale, but then I can never reference it's object scale directly because there is neither a Condition nor an Expression for an object's scale.

    it really seems like a simple enough thing to add an expression for (since you can set it, I'd assume half the code is already there anyway)

  • Hello! So I'm attempting to use Hexels in an upcoming project, and I'm running into a bit of a snag.

    8-directional movement will set the character on 45 degree paths of movement, when pseudo-isometric angles are closer to 30. I've determined the exact angle that Hexels is set at, and am now using the Custom movement behavior to move the character at that exact angle.

    When I move along long stretches, it stays lined up with the angle (I think).

    However, when I tap any of the movement keys repeatedly, it offsets itself by a bit so it's no longer moving at the right angle. It's noticable enough that even switching keys to change direction makes it happen.

    Does anyone know why it may be doing this, and a way I can maybe make it stop?

    Here's a .capx: https://drive.google.com/file/d/0BzlFHd ... sp=sharing

    There's no collision yet so all you can do is run around.

    Thanks!

  • lolpaca: They posted a preview of that on facebook actually! It's in the works, it seems!

    As for suggestions,

    • Apply Origin/Collision/Crop in Animation Folder

    Sometimes I need to apply changes to an animations size, collision box, origin, image points, or whatever, but only to animations in a certain folder. It can get tedious to go through all of them sometimes, so this sort of thing would help.

    -Vertex Painting/Texture Blending

    In 3D, you can create non-tiled objects by having a base tiled texture, and then applying a second tiled texture on top and painting in the opacity. I imagine this would work very similarly to using layered imagemaps, but without being locked to a grid. Like if you combined tiled backgrounds, imagemaps, and the sprite editor.

    I'm sure that's a lot easier said than done, but it would help a lot with creating unique levels that aren't tile-based.

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MadameBerry

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