inejwstine's Recent Forum Activity

  • I know I can change a Sprite's ZIndex within a layer by using "Move to top/bottom" and "Move to object," but is there a way I can actually assign a value to the ZIndex? I have a scene where the objects need to overlap in such a way that requires a very specific Z-order, and assigning this order using "Move to top/bottom/object" is a very round-about and error-prone way of achieving this order. It would be much easier to have an event that would allow me to set a numerical value to the ZIndex. Is there a way I can accomplish this?

    I know that there's a .ZIndex property, but I can't find a way to manually assign a value to it...

  • Did you happen to finish that example? I'm curious how you got it to work.

  • Ahhh, good to know. Thanks for the info and for reporting that to apple. And here I was thinking they were doing it on purpose... ^_^;

  • So THAT'S what "for each" is for! I read the entry in the manual for it but still wasn't sure what it did.

    And you're absolutely right, that fixed it. And thanks for the explanation as well; I understand now why that was happening. Thanks a bunch!

  • I'm noticing some behavior I don't understand. I've set up a simple test project with a few text objects, leaving them the default black color, and then added the following event:

    [attachment=1:2c10tc4z][/attachment:2c10tc4z]

    When I run the layout, it works as expected: all the text objects turn blue. Then I changed the events to the following, disabling the action to change the color and creating a function to do it instead:

    [attachment=0:2c10tc4z][/attachment:2c10tc4z]

    I would expect this to do the same thing; I pass in the UID for each text object as well as the color I want it to change to, and then the "ChangeColor" function picks the text instance with the given UID and changes its color. However, when I run the layout it only changes the color of one of the text objects.

    Why is that? Is the function not getting called on every text object? If so, why would it apply the "set font color" action to each text object, but not the "call function" action? Or is something else going on?

    Thanks!

  • Hi inejwstine,

    ...

    So I was wondering if you have found a solution to this problem.

    Kind Regards

    Volkan

    Not yet, though I haven't gotten around to trying other solutions just yet. I'll post here if I manage to get it working.

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  • Pode this looks like just what I'm looking for, however I can't get it to show up. Is there any documentation for this plugin? I tried running the .capx and it said I was missing the "Inject Image" behavior. Is that plugin required for this one to work?

    Thanks.

  • Thank you for the suggestions! I'm working on some other stuff at the moment, but when I get the chance I'll give some of those a try and let you know if they work!

  • If you are not using ejecta, then with what are you running the project? CocoonJS? Phonegap?

    For me, when in CocoonJS, it has played any kind of .ogg

    What resources do you need for Ejecta? Why not?

    I just want it to play in the browser. And unless I'm mistaken, you need a Mac and an app store developer license to publish via Ejecta, neither of which I have right now. I only brought it up because other topics have mentioned Ejecta as a fix for iOS HTML5 audio issues, but I don't want to publish it as an app; I want it to remain in browser, but nothing I've tried has gotten the sound to work.

  • Are there any specific... I dunno, encodings or whatever of audio files that are known to not work? (I'm not an audio expert, so I don't know what their called; I guess I just mean the settings that the audio files are saved with.)

  • I just tried preloading some audio, but to no avail. It doesn't even seem to be preloading, because I have an event set to trigger when it finishes preloading, and while the event triggers fine on PC, it doesn't on iPad.

  • No sound is playing when I run my C2 HTML5 project on iPad. I've been scouring the forums for help with this issue, and while there are literally dozens of topics about sound issues on iOS, few of them seem to have been resolved.

    Here's what I know about the issue:

    • I can hear no sound, but it's behaving as if the sounds are playing; events with the "on audio ended" condition fire at about the times I would expect them to if the sounds were playing correctly.
    • The audio files are between 11KB and 131KB in size (there's a lot of dialogue).
    • I'm testing on an iPad mini, version 7.1.2.
    • It's not muted and sound is working fine on other applications.
    • I've tried it in both Safari and Chrome on the iPad.
    • I've tried hosting it in my public dropbox folder and on our own server (and I had our server guy verify that the MIME types were all correct).
    • All of my sounds have been converted to .m4a and .ogg formats. (Some have suggested removing the ogg files, but I can't do that because I want it to work across multiple browsers.)
    • I've heard of the "first touch" issue; you need to touch the screen to even start my game and while it registers the touch, the sound still does not play.
    • I tried preloading some of the audio, but either it's taking a ridiculously long time to preload (several minutes for a ~20KB file) or it's just not preloading at all. (I made sure to touch the screen.)
    • Someone suggested removing all of the sound entries from the offline.appcache but that didn't make a difference.
    • I don't currently have the resources to use Ejecta.

    This topic (which appears in the FAQ) suggests a solution involving "audio sprites":

    However, in another topic Ashley says the technique is now out of date:

    Has anyone else had audio issues on iOS and had success with getting them to work? What other info can I provide that would help pin down exactly what's going on?

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inejwstine

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