Space Ape's Recent Forum Activity

  • hollowthreat

    Anytime, amigo. If you're using instance variables / numbers, you could also use the str() expression to convert the number to a string matching a corresponding audio file, then pass that converted string to the audio.

    Either way, I hope it works out for you and good fortunes with your project!

  • hollowthreat

    Hey there. Make sure the instance name being passed is a string, first off. I did something similar and set an instance variable with the string name, which is then passed to a function to play the audio.

    In your case, try setting a sprite's instance variable string to the name of the audio file it should play when clicked. Clicking on the sprite can call a function or play the audio directly, using the instance variable as the file name.

    If I mis-read your question, my bad! ;)

  • alan349

    Sorry, buddy, I didn't know where you were with C2 yet. :)

    You have many different options to record the character's Y-position on the screen. You can use a global variable, setting it to the character's Y-position when they contact the edge or whatever causes them to wrap. When it happens, set the character's Y position to that variable and their X position to where they should emerge.

    You could also instance variables, which would accomplish the same thing but prevent the variable from being manipulated by other parts of your game.

    The manual has more details on how to use variables, but it looks like that might be a viable option.

  • Really? Whoa. There's seriously no possible way to save CanvasSnapshot to disk as an image using NodeWebkit? Any suggestions or ideas at all?

    I tried using Ajax to request the image URI and then download the Ajax.lastdata, but that ain't working either.

    Ashley - If it's impossible, could ya tell me so and crush my dreams, please. :) Maybe shed some light on why right-click context doesn't work in NodeWebkit when an image is opened in a new tab.

    Thanks!

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  • Games

    Hmmm... it seems you need a very specific function for this to work. Probably beyond my expertise! Hopefully, someone more knowledgeable swoops in with a solution.

    Good luck!

  • rstevoa

    I would guess we'd have to see the cap file to know for sure, but I'd check the settings on the bullet behavior, too. Is 'set angle' on/off? Try it with either and see what happens. Also, check your collision boxes in the sprites, as any overlap plays havoc with bullet behavior.

    You can set to detect collisions manually, too, without any behavior. Try adding a 'On Collision' event without the bullet behavior and alter the angle on collision; the 'Move Forward' action moves it in accordance with the angle.

  • Here are some for sounds and music:

    incompetech.com/music/royalty-free/

    soundjay.com

    sampleswap.org

    partnersinrhyme.com

  • jobel

    The collision with a target could trigger a timer for the laser, something that starts that shrinking process, and stop it if there's no collision.

    I'll be curious to see how it turns out... keep us posted, will ya? ;)

  • Also tried using Ajax, just for fun, with no luck. It's very odd that a new window displaying the image appears in NodeWebkit, but right-clicking does nothing.

    Ashley - sorry to bug ya, man, but this one is driving me loco. Either I missed something very simple or it's not possible. When you have a second, any advice would be appreciated.

  • Arcanebits

    That's weird. Have you already cleared the cache and whatnot? Does it behave the same way whether full-screen or windowed?

    As a temporary work-around, maybe add a Browser>Reload action when the game starts and see if it'll run?

  • Games

    Whenever those conditions that you mention are present, the game pauses. So having your game window partially covered should pause the game, correct?

    Maybe the 'Browser > On Suspended' event would work? Black out the screen if it's suspended and show the screen when it's resumed? (Browser > On Resumed)

  • Great question... probably something every game designer needs to think about.

    I use a notebook most of the time. Track what I'm doing, write down where I left off, sketch ideas, etc... one notebook per project and crapton of pencils, just in case.

    Within C2, I use a lot of groups and comments. It takes some extra work, but if you're diligent, C2 isn't too tough to organize. I've found a love for Functions in regard to organization. Break up tasks into widgets that can be called or altered without having too re-write larger pieces of game logic. Never be afraid to use multiple event sheets, either--all variables on one, all sub-functions on another (organized into groups), and several others for different layers or mechanics.

    I guess there's no one method, huh?

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