Rhindon's Recent Forum Activity

  • I found a couple of .mp3 audio files for some sound effects I want to use. However, the import selection window shows no files (when they really are there in that folder on my computer waiting to be imported).

    This leaves me to think that C2 doesn't make use of .mp3 files. If that's the case, my search in the forums has yielded the suggestion that C2 only uses .m4a and/or .oog audio files.

    If so, can you recommend a good file converter program so I can translate my .mp3 to .m4a/.oog files, please? Or is there something else I need to be aware of?

    Thanks!

  • I have what seems to be a similar problem...

    I'm simply trying to IMPORT an audio file into the Sounds folder. I just moved the sounds I'm trying to import into the right folders on my computer (for organization purposes). But, C2 says the files aren't even there when I go to import them.

    I'm trying to import mp3 files. Is that my issue or is it something else?

  • Paradox - A VERY good amendment to my idea. :D

  • Ashley - That's fine. :) I didn't think it would be a critical feature; just a helpful visual reference. Thanks!

  • This is a good one. Glad it's on the list. ^_^

    Thank you, ASHLEY.

  • In the Objects window pane, we have a list of objects, but no quick reference to see what kind of behaviors, etc, are associated with them. You have to click on them and then reference the Properties window. This isn't a big, but when sorting through a LOT of objects and making edits, it can be tough to keep track of what object has what behavior or if it has an instance variable, and so on.

    <img src="https://www.sugarsync/pf/D6025908_4317202_6613196" border="0" />

    (If image doesn't show: sugarsync.com/pf/D6025908_4317202_6613196)

    So what if there were mini-icons in the selection bubble (when an object is highlighted) identifying what behaviors or other properties it had?

    <img src="https://www.sugarsync/pf/D6025908_4317202_6613258" border="0" />

    (If image doesn't show: sugarsync.com/pf/D6025908_4317202_6613258)

    This, I think, could help a LOT with debugging and figuring out what objects have what options during the process of development. And let's face it, sometimes we can forget and not think that maybe another object is cause the problem that might not otherwise seem to matter. That's been true in my experience so far.

    So everything from behaviors to instance variables to effects. All with quick mini-icon references.

    Ashley, do you guys think?

  • Ashley - Can you clarify what the tolerance is? I just noticed that today and I don't quite understand what its purpose is.

  • I'm trying to run an experiment where the window size - I presume that's the view of the overall layout - is gradually resized right there in the browser window.

    For instance, if the width of the window is 500 pixels, I want to gradually made that width expand...501 pixels, 502 pixels, 503, 504...until I reach a certain value.

    My first question is simply what is the difference between the "canvas", the "layout", and the "window". As I said, my understanding is that the layout contains the whole of the current level or room or HUD. The window, however, is what can be SEEN of the layout at any given time, whether in part or in whole. But in the C2 editor under System, it mentions the canvas. Is that a reference to the layout, the window, or is it entirely something else?

    Per my experiment, I put in the Event tab:

    SYSTEM On start of layout (This I tried both toggled on and off...)

    SYSTEM While

    SYSTEM WindowWidth < 1250

    --> SYSTEM Set canvas size to WindowWidth+1 x WindowHeight

    The initial layout size is 1280x1024.

    The initial window size is 800x480.

    Again, I want to try to make the window through which the game is viewed to perceptably widen until it reaches my desired value. Like a window the size of a box, for example, expanding to that of a rectangle.

    Running the layout only left problems...rather, it didn't actually load. Certainly not as I hoped. I didn't even see a window in the first place.

    Another problem I have is that a different test using the While loop seems to complete instantaneously even when I add that Wait 1.0 seconds action into the mix while the condition is still true. I wanted a variable to increment by 1 while the value was less than 500, adding a one-second delay between increments, and to display the value of the variable immediately after each increment. AND! Even after adding a 10-second delay at the start of the layout before the While event still yields a text display for the variable's value as 500, or even 5000! I see no increment progression...even a fast one. Just instantaneous.

    Can someone help me clarify what the differences are between canvas, layout, and window are (if I'm at all mistaken), and give me a hint/direction on how to accomplish my goal, please? Just a hint...I still need to learn this on my own, too. And to explain to me the nature of the While loop as it's in action?

    Thank you so much!!

  • Looks like has a better solution than anything I've come up with. C2 doesn't support what I had in mind...at least not yet. What I was trying to do requires the ability to warp shapes (not supported) by way of keeping image points of the same sprite attached to independently moving coordinates (also not supported).

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  • HOLY...!!!! That's virtually EXACTLY what I was trying to do a while back. The main difference (hence, the "virtually") is that instead of layers, I wanted to create a solid box.

    The problem I realized is that, as far as I have learned, C2 doesn't stretch/skew sprites in odd contortions while pinning them to each other's image points at corners (ie: a square's shape shifting so that it's that of a trapezoid or parallelogram to represent the sides of the box from shifting top-down perspectives as in this example).

    Well done, !!! WOW!

    EVENT

    -> Play .capx file | Top3D

    ACTION

    -> Rhindon's mind | blown

  • Whiteclaws - Ah, okay. Yeah, when I started it up, I noticed the Y-axis coordinates adjusted ever so slightly, as if my character was falling simply because I supposedly placed him just a few pixels above the platform, and gravity was taking affect. However, I didn't ever actually SEE my character falling in the slightest. I thought maybe it was because I placed him slight overlapping the platform, but I doubt that was the case as I tend to be rather precise when possible...that, and I don't think my character would have been able to MOVE in the first place.

  • Whiteclaws - I think I discovered my problem. It's not the platforms or collision boxes at all. It's something to do with the initial starting coordinates of my character. I have some text values on the screen for me to track, and I notice that a simple JUMP results in a slightly different Y-axis value for the character's Y-axis position after it lands. After that, I'm able to move freely on the surface as if it was one super-long platform.

    Thank you for your replies and suggestions, too! Always good to be thorough and check even the unlikely possibilities.

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Rhindon

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