Basilboy's Recent Forum Activity

  • I'm targeting both computer and mobile platforms, and I don't see a "on touch released object", so I want to know how I can do the same thing as on key released with the touch object. K thnx!

  • Hopefully I can explain this right!

    So, every music track in my game loops. However, some tracks have two parts to them, "Track1_start" and "Track1_loop." Those tracks work like this: On function play music: (then two subevents) if music_loop (global variable) equals "y", then play "Track1_start" NOT looping. Then on "Track1_start" end, play "Track1_loop" LOOPING. But if music_loop equals "n", then just play "Track1" LOOPING.

    Then, I have it so that when the player goes on collision with a layout teleporter, then it stops all audio. Once a layout starts, it repeats the play music function.

    This bug I showed seems to only show up AFTER a track's start file has ended and its loop begins. Any time before that it works fine. I should probably upload a capx showing it in action, but, maaan...I'm just so frustrated with this already.

  • This is horseshxt

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  • Lerp is overly complicated and I find it quite stupid that C2 doesn't have a basic fade music effect.

  • Bumpy wart

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  • I have exported my game to my dropbox, copied the public link, emailed it to myself, and then opened the link on my ipod touch 5g with ios 8. In safari in runs amazing, then I bookmarked it to the home page. Music doesn't work on the saved bookmark app thing now, but it still runs fine. So, cool right?

    I read that construct 2 can make games work offline, without an internet connection. So I turn off wifi and test it. And, it says it cannot connect to the server. Severely frustrated at this because I don't know why it doesn't work, is it because the files are too large? My game came out to be around 70mb, and about 90% of that is due to the media files. Why doesn't this work offline?

    EDIT: I have an update, now it does work offline, but there is no sound whatsoever. Is there a reason for this? Is there any way I can keep the audio?

  • Can you show me what you mean in the capx?

  • I've been trying as you said, but when I do it I'm only able to subtract things from the first slot and nothing else.

  • Hello, about a year ago, EncryptedCow linked me a very nice text inventory example capx. I have modified it so that when function "add_item" is called, it adds the current value of this global variable "itemID_to_add" to an inventory slot.

    Right now as it is, to take away an item, the text object displaying said item must be right clicked. However, i'd like to change it so that when a "subtract_item" function is called, then the value of the global variable "itemID_to_subtract" is taken away from an inventory slot that contains said item.

    Could someone help me find out how to do what I need? At it's current state, I can only take away items when I right click the text. But I need it so that I can subtract it at any time, like when purchasing something it takes away some coins or a door takes away a key, you know?

    Here is the capx https://dl.dropboxusercontent.com/u/30826419/modified%20text%20inventory.capx

    I've made it so that when you press A, "add_item" is called. When you click on a color, the value of its "itemID" instance variable is copied to the value of "add_item", and there is text on the bottom right that will tell you what items are to be added and subtracted, in case you're not in debug mode. Thanks!

  • Hello, I am having the most difficult time ever trying to create something that seems like a very simple idea. Just a basic menu system similar to old rpg's, a blue box with white text and a pointer that can move to the desired choice and when a key is pressed the choice the arrow was next to will function, usually the function is that another blue box pops up above the previous one with more choices.

    I've tried to tackle this my self but it's insanely frustrating getting it to work without creating too many new objects, instead of using several different instances of only the objects seen in a menu like this: arrow, text, and the blue box.

    This has been my approach: When the pointer moves, so does this sprite object next to it called "pointer selection", which is invisible, but when the pointer selection is overlapping a text object and z is pressed, it will call the function number that is the instance variable of the same text object. Therefore every choice/text object contain varied values in their "function_id" instance variable so that different functions are called. And that's basically it, really nothing to it. It should make sense, right? But no of course not.

    The issue i'm running into right now is that after the first function gets called, and the second box comes up, trying to bring up another choice beyond that simply doesn't work. I have no clue why it doesn't, it just don't. And it's not like construct 2 will tell me or anything, that would make too much sense.

    So, are there any ideas out there that do exactly as I'm trying to accomplish? I see no tutorials that have this kind of thing. Thanks.

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Basilboy

Member since 22 Mar, 2013

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