fluke939's Recent Forum Activity

  • Oh man. That is a relief. I didn't even realise it was keeping them as .wav. most be cus I just dragged the files from file explorer into construct, but I am sure I did that before. Maybe I didn't click import or something. It's still weird, but I know how to avoid the issue now, thanks.

  • So I have been scratching my head on this. Just finished a weeklong game jam and had to submit the game with no audio cus I ran into the problem at the last minute, that will teach me to put off doing the audio.

    Basically I added the audio object and inported a bunch of .wav sounds I had made (short sound effects so had them in sounds folder) and added them to a load of exisiting events with "audio > play" actions. Previewed the game and... nothing. I can preview the sounds from the asset list, but they will not play in the game. They don't work when the game is exported as well. The audio files were ony 20-100kb size, but I left the game running a couple minutes in case they were still loading, but still nothing. Laptop isn't muted, and broswer tabs are not muted.

    I played around with everything I could think of, putting preload events in, using play by name, putting a sound on a simple event like on spacebar pressed, play sound.wav... nothing.

    I opened up my last project, previewed it and the sound was fine, I couldn't see anything different in that file. I could add new events and have them play sound. I wondered if the sound files in the new game had an issue (incompatibe or something), so I took a sound file out of the old working game and imported it to the current game, that didn't work either.

    Here's my game file drive.google.com/file/d/1edD5jKznFE8N8oE_bT_FvxmaQyYS1lwC/view

    But here's the kicker, I tried a test by opening a new construct 3 project. Completely blank file, did nothing to the defaults. I just imported a .wav file, added keyboard and audio objects, one line of code; on spacebar pressed > play file.wav. Previewed it and... nothing. I do the same spacebar event in my older project and it works fine.

    I really don't get what I have done, it's like it is my hardware messing it up or is incompatible or something up but the old project works. I tried it from another browser as well incase that was it but nope. Even updated the broswer I was using as there was an update pending. I cannot find anything that would stop sound working in the new projects. I almost hope it is some stupid thing I have missed cus I feel like I have tried everything and it doesn't make any sense

    Please guys, I need your help here.

    Thanks in advance

    Tagged:

  • Thanks man. Families is exactly what I need. Guess it's long past time I got a license anyway

  • Hi.

    I've had a bit of a search but can't easily put into words what I am looking for so thought I would ask.

    I'm making a platform shooter. Basic stuff, shoot enemies, enemies take damage and die. Simple enough to code, I have an instance variable on my enemy sprites for health, if the player bullet hits the enemy, it knocks 10 off the health instance variable, if it goes zero or below, destroy the enemy. I have no problems making all that work, but I plan to have a variety of enemy sprites with different behaviors, and I am on the free version so events are at a premium. is there any way to do the damage actions to whatever enemy the player hits?

  • I'd like to invite everyone to take part in the jam I set up on Gamejolt

    http://jams.gamejolt.io/gravityjam

    Create any game with gravity involved as a mechanic or theme and submit it by the end of the month to take part. I will be making my entry with Construct 2, I'll be interested to see what other constructors come up with

    I may even throw in a spare steam key for the top voted entry

  • which property u set for fullScreenBrowser?

    Not the right one. Thanks dude. Didn't know about that. set it to off and it previews at the right size now.

    </thread>

  • I saw some news not long ago about the Xbone controllers getting PC support. But I dunno if there's much difference between the old and new controller, they have the same buttons I think.

    Just be wary with what you buy. I have a wired 360 controller that I plug into the USB and it works great with steam games and my on Construct creations. But I originally assumed you could plug in the charge cable from a 360 wireless controller battery pack and it would work, it doesn't. apparently the charge cables only transmit power, the controller still communicates wirelessly. Meaning you need a wireless adapter for your pc, I know Microsoft make/made one for the 360 (although I was told it is banned here in Europe, something about it being a fire hazard)

    I'm sure I made that as clear as mud. But I guess functionally a wired 360 controller is as good as anything else and simpler

  • I guess it all comes down to what experience and funds you have. Without funds for a project you can't hire anyone, so anyone who will work with you will have to be happy with getting paid in experience, a credit on a completed game and a share of any money should the game make anything. There's plenty of people like that around, but they are likely less experienced than the guys getting paid.

    Another problem is that people who may work for free have no reason to think that whatever your idea is, that it will be any good or make any money, so any project when you start out will have to be do-able in your free time, you or your team would have to be very brave to quit there jobs to work on your game.

    What sort of skills are you looking for from your team? I've been thinking of working with someone but I'm not sure what I could offer, I'm becoming a bit of a jack of all trades, master of none

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I don't know about game salad, but all the terms used in construct are defined in the Manual (link at the top of the page). Have a browse through it and you should be able to work out what is what for yourself

  • What didn't work with the rotate function? have you changed the origin location? by default it is usually in the middle of a sprite making it spin if rotated, but if you put the origin to the bottom middle of the sprite, then when it rotates it will look like it's tipping over.

    As for how to pull of the mechanic, sounds complex. I'd probably start by having a variable for balance, where 0 is the character is upright, 90 is fallen over right and -90 is fallen over left. then you'd need to have the controls add or subtract to the variable, and find a way to make the variable change according to how off balance the guy is. I would try multiply the balance by a number greater than 1. if balance is zero, he will stay at zero, but the more off balance he is (plus or minus) the more the multiplying number will affect the value.

    as for moving according to the balance, I'd play around with move at angle, or x vector actions to move according to the balance variable

  • Hey. I'm taking part in the gamejolt GBJam and one of the requirements is to have the screen size of 160px by 144px.

    I have set up the project viewer window and the layout size to what I need. But when I hit Run Layout to preview my work, it takes up the whole screen.

    I've had this problem a lot, games always seem bigger when run from Construct and it never goes the right size when exported. Really would like a solution to this please so I can see how my game will look with such small screen size

    Thanks in advance

  • I'm half English and half Italian and I used to live in Spain. So the teams I usually support went out pretty quickly. Anyway my sister lives in Germany and is married to a German so I adopted Germany as my team after the first round. I'm cheering them on in the final tomorrow, Argentina haven't looked that great in their last matches, so I think the result should go my way

fluke939's avatar

fluke939

Member since 5 Mar, 2013

Twitter
fluke939 has 1 followers

Connect with fluke939

Trophy Case

  • 11-Year Club
  • RTFM Read the fabulous manual
  • Email Verified

Progress

13/44
How to earn trophies