BluePhaze's Recent Forum Activity

  • Even with the method you used you can still set the animation frame of your button as well. If Is Helper > Button Frame = 1. If Not (X) is Helper > Button Frame = 2. This way you can give a visual indicator of what the current setting is.

  • For those having issues with sound in IE10/11, etc... you need to make sure your host has the mime types configured for m4a files. That is all I had to do to get all my games audio working fine in my hosted HTML5 games when played in IE.

  • Some sound files have improperly formed headers that cause issues in the browsers, I found this out the hard way, but noticed that whenever that particular sound tried to play the game would crash. I had to redo the sound file.

  • I do it like this, create a global variable call opacityToggle, it holds one of two values, it is either on or off (or maybe 1 or 0). On your grid button give it two frames of animation (set animation speed to 0). Everything then works off the variable. If oppacityToggle is "on" then set the animation frame for the button to on. If oppacityToggle is "off" set the Gridbutton animation frame to 2 (off). Make sure frame one is your On image of the button, and frame 2 is your off animation for the button (I am assuming here that the button is a sprite with the on touch/on click behavior). You then have an event that says if opacityToggle = "On" Set opacity to 100, Else Set opacity to 0 (or whatever it should be.

    Basically you use the variable to track if the opacity is on or off and everything else uses that.

  • part12studios it's not that they are picky or cool with it, it's that they support different audio types and most hosts seem to not enable m4a by default. It's a web server thing that interferes due to browser differences.

  • If you are hosting your game on the web, the web server has to have the correct mime types set, this tells the web server what types of files it can serve. In my case I use hostgator as my host and they allow me to go in and set the mime types. You can check the manual entry here on the site for audio and sounds and it has a section that tells you what the correct mime types are for playing audio in Internet Explorer. Ogg and the other formats where already there, I had to add an entry for .m4a. You can find out more in the manual here: http://www.scirra.com/manual/84/sounds-music

  • If you are targeting windows phone then you also need to follow thehen's tutorial as he goes over using functions to play sound based on what mobile device you are using. Especially since Windows Mobil needs .wav files... instead of ogg or m4a...

  • slanw You should be able to fix that very quickly by just putting a stop sound action when they are not moving. You should be able to do that much if you have come this far.

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  • Potato Ejecta is a third party exporter and already has built in C2 support on export if I remember correctly...

  • Hey thehen I live out here (San Francisco Bay Area) but unfortunately won't be able to make it to the conference. Glad to know some C2 developers are going to be there though.

  • I am currently playing Plants vs. Zombies Garden Warfare and Titanfall... both on Xbox One...

  • My game failed to make any sound in IE10 and IE11 until I made sure my web host had the mime types for m4a audio correctly added. Now all sounds work great in my games on IE10 and IE11.

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BluePhaze

Member since 20 Dec, 2012

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