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  • well i have to arrange things kinda weird sometimes to get it to work right..    sometimes i have to actually put the change condition back to false before it gets to the trigger audio.. sometimes that still doesn't seem to work..

    How ever as I test more right now, it might be that i'm using parallels currently to run C2 which is usually fine.. maybe some lag and using windows xp.. sometimes things don't fire off tight when testing other events too so it could be that.

  • Hi there,

    I've seen this happen too often.. I have an audio sound I want to fire off when a condition is met, but instead of it just playing once.. it fires it off over and over and over again creating a reverberation effect.

    I've hacked around this in the past when I had maybe 1 sound to fire of at any given time, but now i'm dealing with a project that has a number of audio clips so I just thought I'd check with the community.

    Do i have to set up some kind of global variable that i have to keep flipping to fool the play into playing only one time or is there some trick to how i use "play" to just allow it to fire off once without having to surround it with other logic?

    Thanks!

    Caleb

  • awesome thanks LI0NHART :) I got the answer, I was just hoping for a different one, but i'm no longer left wondering! =D

    Sincerely,

    Caleb

  • that looks good for consistent sized images, but in my case all of the graphics are various sizes and shapes.

    so a sprite sheet would look more like this:

    d26bu41yhsbbx.cloudfront.net/img/texturepacker/spritesheet_in_20_s.jpg

    I would imagine going with your approach it could be done, but it would require a lot of wasted space to accommodate the various inconsistent sized images.

  • yea that makes sense, but man wouldn't it be nice to have all of the graphics grouped together? seems like it would save download time. My project has 189 individual png graphics.. makes for longer upload and download times.. but yea thanks for confirming that i wasn't missing out on something..

    the other question is could an external program like texture packer produce sprite sheets and json or some other format to where C2 would know where to look to find a file..

    this of course sounds like it could get messy quick without C2 directly involved in the integration..

  • hmmm when i export an HTML5 project (most basic option) I have a folder filled with tons of individual files. Is there some option I'm not checking or something? I don't see anything that would indicate "make spritesheets". Minify from what I can tell just obfuscates the code, but i admit i have limited access to this mode because I can't seem to get 64bit java installed on my windows 8.1 in bootcamp.. :P

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  • Hi everyone,

    So I have this project that's done, but it consists of over 100 individual png files. It almost seems like there should be some way for C2 to automatically compile those into sprite sheets to speed up the download times and save graphic memory (i think)

    I know there is the tile map feature..

    texture packer is a program that comes to mind that does this very well. I just wonder if this is a feature I'm overlooking or if there is something 3rd party that folks often use for this.

    Thanks!

    Caleb

  • yea thanks for the tip.. I did that, but it was easy being the first screen only has one input.

    Thanks!

    Caleb

  • ok i found the all preloads complete..

    how does this sound?

    i have all of scene 1 conditions require the all preloads complete.. including a black sprite which covers the screen.. and it is destroyed (or fade out if i wanted to to be smooth about it) when that condition is met which would would keep everything feeling like it's intentionally being delayed till all the audio is loaded

    Thanks

    Caleb

  • Hi there,

    So I understand that C2 does a good job of allowing games to preload and allows audio to stream and / or download to help spread out the download bandwidth and even helps prevent downloading files that are not needed when using the browser..

    that said, I wonder how I could simply force all audio and visual assets be downloaded before the first scene is visible for the player to interact with.

    I've done some initial testing and even just running the game local on Chrome, there is a delay before some of the sound begin to sound off and I really would like to not see that if at all possible.

    Yes this would mean a longer download and yes it would mean downloading assets that might not get used, but if i have a small game with a few big audio files and want the snappiest first impression, having this ability to not load the first scene till everything is 100% would be really great and I don't see where I could make this occur.

    Thanks,

    Caleb

  • Hi there,

    So I have this logic thing i'm trying to work out and for the life of me it's just not behaving as i think it should..

    so i have a simple mouse over rule. i'm using a custom icon. when the mouse hovers over various objects it goes from a custom pointer to a custom hand.. this works great.. so it's something like this:

    mouse over button 1 - play hand animation

    or

    mouse over button 2 - play hand animation

    or

    mouse over button 3 - play hand animation

    else

    play play normal animation.

    <img src="https://www.dropbox.com/s/o9fyubnx39vhv1y/capture1.PNG" border="0" />

    dropbox.com/s/o9fyubnx39vhv1y/capture1.PNG

    now the trouble i am having is that i want one of those to not always be a mouse-over condition.. so i setup a simple global variable that when a particular condition is met, to ignore that one.. so i set it up like this:

    but what ends up happening depending on where i put things.. either it ignores the other mouse overs, or it ignores the one that has the special variable.. it seems like i should just be able to nest a variable grouped with an item and have it just be another thing in the or condition somehow?

    here is another attempt..

    <img src="https://www.dropbox.com/s/7tynrn3dt0a85t2/capture2.PNG" border="0" />

    dropbox.com/s/7tynrn3dt0a85t2/capture2.PNG

    Thanks!

    Caleb

  • ok yes I totally got it now... i had to back up and just start fresh taking your clear cut example into account.. i was worried the shape of my mask graphic would be a problem since it's not a straight square, but it worked out great. Thanks! :)

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