inejwstine's Recent Forum Activity

  • If I might make a suggestion:

    Importing audio and having Construct2 do the compressing for me is very convenient, but if I need to replace it later I have to find some other way of compressing it. What I ended up doing was importing it as a different name so it would be compressed, and then renaming them and replacing the originals. It works, but it's a bit of a hassle.

    It would be nice if when importing a file with the same name as another already in the project, that Construct would ask if you would like to replace the originals or rename the new file.

    Either way, I'm glad there's at least some way to replace audio; saves the trouble of having to recreate audio events. Thanks again!

  • The .ogg and .m4a should be there as well! They're stored in the same place.

    Ah, I think I know what the problem was. I had my project saved as a single .capx file, so only the original audio file that I had imported was there, not the compressed versions (which I'm guessing were zipped into the .capx file somewhere). When I tried the same process again this time saved as a project (not a single file) then the files appeared, and replacing the audio worked as expected.

    Thanks for the help.

  • Construct 2 only plays .m4a and .ogg files. If you only replace the .wav file, it will have no effect. You need to replace the .m4a and .ogg files as well.

    Okay. How do I do that? Only the .wav appears in my project folder. I can only access the .m4a and .ogg files from within Construct2 itself, and when I try adding a file of the same name, it just appends 2 to the end of it instead of replacing the old one.

  • Problem Description

    According to Ashley in this thread: scirra.com/forum/suggestion-list_p758566

    if we want to replace already existing audio in our project, we should just replace it in the project's folder in windows explorer. I tried that, but it still plays the old audio after replacing it.

    Attach a Capx

    dl.dropboxusercontent.com/u/32626868/Construct2/Bugs/AudioTest/audioTest.capx

    Description of Capx

    The project contains nothing but the Audio object, one audio file, and one event that plays the audio when the layout starts.

    Steps to Reproduce Bug

    • I created a new empty project and saved it to a new folder.
    • I added an audio file called audioFile.wav to the project folder (in windows explorer). This file simply plays a chime sound.
    • I right-clicked on the Sounds folder in the Projects view, clicked Import Sounds, chose audioFile.wav, and clicked Import.
    • The file was successfully imported, leaving me with three audio files in the Projects view: audioFile.wav, audioFile.m4a, and audioFile.ogg.
    • I added the Audio object to the project.
    • I created a new event: System - On start of layout | Audio - play audioFile
    • I ran the layout, and it works as expected; upon opening in Chrome, the sound plays.
    • Next I took a different audio file (this one just says the word "yes") and also named it audioFile.wav; I moved it into the project folder and replaced the other audio file with it.
    • I ran the layout again, but the new audio file did not play; it's still playing the older one (the chime sound).

    Observed Result

    The original audio still plays.

    Expected Result

    I expected the new audio to play.

    Affected Browsers

    • Chrome: YES
    • FireFox: YES
    • Internet Explorer: YES

    Operating System and Service Pack

    Windows 7 SP 1

    Construct 2 Version ID

    Release 168 (64-bit) (Free edition)

  • [quote:z1ob1vqy]Also can we please get a replace sound with another sound function?

    Just overwrite it in the project folder.

    Ashley

    I realize I'm resurrecting a rather old thread, but I'm having the same issue czar was having with the Audio, even after following Ashley's advice (unless of course I'm doing something wrong). That is, the only way I can update the audio in a project is to delete the current audio file (and unfortunately all the associated events with it) and then reimport the modified audio file.

    I tried just overwriting the audio file in the folder, but it still played the old version. I tried importing the file again, but instead of replacing the files already in the project, it created new files (each with the 2 suffix tacked on the end). Now, I am using the free version of Construct2. Could that be the reason why? If not, is there some other way to reimport modified audio files?

  • Yeah, it looks like you're right. I've been doing it that way though, and it's not so bad.

    Thanks.

  • Let's say I have a sprite called Ball and one called Paint, each of which has the SetColor effect on it. When a Ball collides with a Paint, I want the ball to become the same color as the Paint sprite. Intuitively I'd create an event that says:

    Ball | on collision with Paint ->

    Ball | Set effect "SetColor" parameter 0 to Paint.SetColor(0)

    Ball | Set effect "SetColor" parameter 1 to Paint.SetColor(1)

    Ball | Set effect "SetColor" parameter 2 to Paint.SetColor(2)

    That is, I want to read each of the R, G, and B values in the Paint sprite and write those to the R, G, B values of the Ball sprite. My problem is, Paint.SetColor(0) is an invalid expression, and I'm not sure how to access those parameters. I can set them just fine, just not read them.

    One work around I thought of is to give each sprite a R, G, and B instance variable and every frame set the SetColor parameters to those values, but that seems like an unnecessary duplication of data to me... unless of course there's no other way.

    So yeah, long story short: I can set the parameters of an effect, but how do I read them?

    Thanks.

  • 1. Thanks!

    2. What I meant was, would it be a single event with three instances picked, or three separate events, each with two instances?

  • Huh, you're right. That works just fine. Like I said above, I thought that "Pick nth index" meant out of all instances in the layout, not just those that are currently picked. Good to know.

    A couple other questions:

    1. If two separate collisions happen to occur at the exact same time (rare, but not impossible, right?) each will happen in its own separate event, right? Meaning, there won't be four instances to pick from in the event.

    2. If three instances all collide together (I don't even know if this one is possible; just want to make sure my bases are covered) then will there be three to pick from? Or would it fire off three separate events: one for the collision between instance 0 and 1, one for 1 and 2, and one for 2 and 0?

    Thanks so much for the help! :)

  • Hi,

    I have a Sprite called "Ball" and each has an instance variable "Health" (number). When two Balls collide, I want the one with the lower health to be destroyed. However, I'm not sure how to differentiate between the two instances involved in the collision. Here's the best I could come up with:

    <img src="https://dl.dropbox.com/u/32626868/Pictures/Collision.png" border="0" />

    Here's my understanding of what's going on:

    1. When a Ball collides with another Ball, the event is triggered and the two Ball instances are picked for the event.

    2. Each Ball's Health variable is compared. I want it to compare it's Health variable to that of the other Ball, but I'm not sure how to specify this.

    3. If the Ball's health was lower, it is destroyed; otherwise, nothing happens (once again, I'm not sure how to tell it which of the two Ball's should be destroyed).

    I have verified that the collision event is registering, but neither ball is being destroyed when it happens even though one's health is lower than the other. How can I reference specific instances involved in the collision to get this to work? I thought of using "Pick Nth instance," but if I understand correctly that means the Nth out of all instances, not just those in the collision, correct?

    Thanks!

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  • Thanks alspal! Also, I received this response from Tom:

    "It sounds like you don't need a Business License. This is only required if one of two conditions are met:

    • You are a state recognised business organisation (for example a Ltd company like us)
    • You earn more than $5,000 USD revenue from your Construct 2 creations

    Personal edition licenses are issued to 1 named individual, so you would each need a license."

    So until we form into a state-recognized business, we'll just need one copy each of the Personal edition.

    Thanks again!

  • Did some looking around, and this thread answered some of my questions:

    scirra.com/forum/the-business-license_topic47291_page1.html

    So if I understand correctly, our options are:

    1. Purchase one Personal License per developer. Each can use his/her copy on any computer.

    2. Purchase one Business License. Multiple developers can use it as long as it is on only one computer.

    3. Purchase one Business License. Only one developer can use it, but it can be used on any computer.

    4. Purchase one Business License per developer. Each can use his/her copy on any computer.

    But option 1 is only valid if we don't count as a commercial organization. Still wondering about that.

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inejwstine

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