bon4ire's Recent Forum Activity

  • So I fired C2 on my MacBook Pro to see if it works through bootcamp. It's not the only time I tried this. My last attempt running C2 was at version r114 and it did not work at all. I had to go back to an older laptop and work from there. Most of the time my MBPro stayed dormant until it came time to test apps on iPads. I only used the MBPro for that only, and submitting to the appstore. It was a shame to see an i7 system sit there doing nothing most of the time since I got it.

    Fast forward to now and decided to give it another go. There have been numerous updates since then; OS updates, driver updates, browser updates and the latest version of bootcamp. Applied all the updates and grabbed the latest beta C2 r142. Ran C2 so far so good, it opened.

    The first capx I opened was the Space Blaster Game. Ran the program expecting an error to appear. Wha..? Nope! It came up! I was blasting the enemies with my mouse at full smooth speed! Sweeet!

    Next I ran a WebGL test app, WebGL Swirl transition. Maybe it would error there. Nope! Ran the capx and chrome fired up. Clicked in the screen and saw a smooth beautiful swirl fade out into darkness.

    Then came my capx game to try and it ran without a hitch. Whoa! Am I HAPPY! I can finally give life to this MBPro by working with C2 on it!

    Figured I'd share the experience as I couldn't contain my excitement, especially for those that tried to run C2 on a ios in the past. It works! WooHoo!

  • A work around I'm using is utilizing the "Play (by name)" action instead of using "Play". Of course using this method the sound filenames must be typed in exactly.

    Unlike the "Play" action, the "Play (by name)" action preserves the event sheet. "Play" will remove event sheet entries if the sound is deleted in the projects list.

    With the workaround I can delete a sound and its formats in the projects list and re-import the new one.

    Still would be nice to have a simple replace.

  • True.

    I guess I'm used to my video editing ways where I can select a file and replace. C2 seems almost there. You can do that with the images but not with sound. Would rather stay within the project rather than go outside as a solution.

  • Can't you just delete them from the final export folder?

    Sorting the folder by file type should make it even simpler.

    I like to work from .capx since it's nice and tidy.

    Tried your suggestion, but it didn't work. I saved the capx file as a project folder, found and deleted the audio file and it's variants.

    Now when I open the .caproj I get a Construct 2 check failure.

    Also tried renaming the .capx to .zip and delete the audio files that way. Renamed back to .capx after deletion but get the same error when trying to open.

  • For clarity's sake, I understand the need for three different sound formats. My concern is more on keeping the projects list cleaner and less confusing.

    Currently, to delete a sound file, each common named sound file (.wav, .ogg and .m4a with same filename) has to be deleted one at a time. There's no way to multiselect them to delete.

    It would be nice to have a single sound name representative of all three formats.

    Hopefully that makes clearer sense.

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  • Ashley Is there a reason why an imported sound is listed three times, each with a different extention? Any imported sounds will have all three types anyway. Am I correct?

    Wouldn't it make more sense to have the root name of the sound only. This way if a sound is not used it can be deleted or renamed once. Maybe a sound container?

    I'm asking because I play/create sounds a lot and look for ones that fit. So I'm constantly replacing sounds.

    Also, it would be great to right click on a sound and "replace sound with...' similar to replacing images in the animation editor.

    My thoughts at the moment after going through a series of sounds.

  • pm me your rates as well

  • See Thehen's excellent tutorial for getting multisound working on the windows phone. scirra.com/tutorials/593/windows-phone-games-with-construct-2

    I used this method myself on my sound effects apps.

  • Hope you had enough rest after coding.

  • A cousin of mine created a fast paced game from a tutorial called 'Hungry Hero', a super hero that collects food while flying. It's a parallax side scroller with about 4 layered moving backgrounds moving rather fast. The game was made in FlashBuilder then converted to HTML and compiled with phonegap. He mentioned an html accelerator plugin used with phonegap called fastcanvas. I assume it's like cocoon. The game performed very well! 62 fps on Gnexus, Nexus7 ii and Galaxy s4.

    C2 exports for phonegap as well. My question is has anybody else used phonegap with fastcanvas on a C2 project?

    This would be great news to know if it works.

  • I have that on one of my apps as an option.

    But yes, if the device supports it, you can use it.

  • Am developing something using r138.2 The cocoonjs house banner ads work when ran through launcher. It takes a few seconds to come up. Full screen ads are set to show at the end of rounds. I've seen the fullscreen ad show up once and that's it. Not sure why. This is on android. Haven't yet tried on iOS yet or on using compiler.

    I'll be using iaps as well in later iterations.

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bon4ire

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