Dynobot's Recent Forum Activity

  • When I set my time scale to 0 my typewriter animation keeps going. Is there a way to make the typewriter animation respect the time scale when I set it to 0? I would like to pause the typewriter when I set my time scale to 0. It appears typewriter has its own time scale that won't listen to a global timescale?

  • If I understand correctly you are suggesting I find each button instance that needs to be disabled and attach the variable condition to it. In my case my variable condition is a global condition:"Pause"=1.

    Your suggestion does not disable a Family, but instead attaches a condition to each button residing in the family to be disabled.

    That will result in having to hunt down each instance of each button in each event sheet and attach a condition. I get what you are suggesting. I would rather not do that since that would be tedious copying and pasting that condition multiple times compared to disabling 1 family ideally 1 time, globally. If all those buttons are in a family, I'd like to disable the family. My question is, how can I disable a Family?

  • I appreciate the reply. However, I don't understand how this answers my question. How do I disable the buttons/family/click logic?

    For example:

    If the variable, in this case is Pause.

    Event:Compare Variable:Pause=1/Action:Family-buttons/aaaand where is the click logic at?

    I can set the opacity of a family. I can rotate a family. I can set a color to a family. However...I can't disable a family. Is there a way to disable a family?

    Maybe if I was to swap my action from family to system I can see a group active option...I could disable a group. But how do I disable a family?

  • In my current game I have two sets of buttons. Game buttons and Pause buttons.

    I have a global variable (pause) for a pause menu in my game to use the Pause buttons. When I enable the pause variable (by adding 1), I would like to disable a family with game buttons nested inside of it. When I am finished with my pause menu it sets the pause variable back to 0 and ideally, re-enabling the family with the game buttons.

    The current problem I have is I am able to play with Pause buttons from the pause menu at the same time as my game buttons. I would like the game buttons disabled during my Pause menu being active...

    I can't figure out a way to disable my game buttons family. Any suggestions out there?

    Tagged:

  • Thank you Dop2000!

    Leaving a link below as a breadcrumb for anyone else with questions in this general area. I wasn't getting the syntax right. You set me right. Much appreciated.

    construct.net/en/forum/construct-3/how-do-i-8/bbcode-text-formatting-134131

  • Hello Forum,

    I am trying to use Typewriter to write out something for a storybook. In the story I have a character say something in quotes. Typewriter is not allowing quotations.

    For example:

    "This is a test." The man said.

    It won't let me use the quotes without generating an error. What am I missing?

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  • Hey guys,

    Ran into a problem - I tried implementing "touch 0" for drag and drop objects. I have five draggable objects, all the same sprite in my layout.

    This is what I did:

    *For first nth touched 1st object I set "has touch 0" and enabled drag and drop

    *For second nth touched object I set "has touch 1" action to "drop"

    I sent this to my ipad for testing. It allows me to drag 2 objects at the same time, but drops the third object. Any ideas why it would treat object 1 and 2 as a "touch 0" but treat my third object as the "touch 1"?

  • Hi DDurant,

    I'm going to make the assumption you are using Cocoon's wrapper.

    My past experience using Cocoon's wrapper usually results in a few wonky errors such as missing splash pngs and plist errors while in Xcode. I was updating my app last night to the app store and ran into the same message you got. There is a way to tweak it, but I didn't bother. I ignored the messages and I got around it.

    Try the following:

    -Open your xcode project from the cocoon zip file. (Make sure it is an xcode file version you haven't tweaked.)

    -When you open your xcode project set the top scheme to "IOS device" - in other words, make sure you are not simulating a device or you can't do the next step.

    -Now, click "Product" up top

    -Click "archive"

    -Hopefully you will get a "build succeeded" message. After that the next window should pop up. Click on "Validate".

    After doing that you might be able to get around some of your errors and get a green check mark. You should be good to go and submit to the app store.

    Summary: Even after starting with 2 errors I got a successful validation by starting the archive process and store submission.

    Let me know if it works. Good luck.

  • I tweaked my tile names through the .sln file in Windows Visual Studio Express. Once you open your solution file navigate to WMAppManifest.xml. You should see the text field "Tile Title"along with thumbnails for your tiles there. Edit the text field and see if that works? It has been a few months since I exported to Windows phone, but I think that's how you do it.

  • Thanks Ashley,

    SOLVED. I kept staring at my old cocoon export files and was trying to match the settings to my ejecta file. Alas, I forgot about the Cocoon JS export quirk.

    An update to the export note - I just tested my ejecta export vs. my cocoon export on an iphone 4. I'm making a storybook, each layout is a page. Using Ejecta, it really slows down when I go to a new layout page, Cocoon is faster when jumping to different layouts/pages. So, I was mistaken about performance in my earlier post. These notes probably should be in another thread though, just updating.

  • Hi Constructors,

    I was dabbling with Ejecta as a wrapper for my game. I notice when I export it to certain i-devices I'll get black bars along the top and bottom. Previously, I published a game using Cocoon JS which exported everything at full screen. So, any i-device was taking advantage of the entire screen with my Cocoon exported app. I made my backgrounds bigger so it also work using Cocoon Js.

    Using Ejecta it appears to force my app to align at center of the screen and fills in black bars top and bottom (my app is landscape oriented). I don't want the black bars and I would rather align top and left and play at fullscreen as what Cocoon appeared to do. Where can I edit this so Ejecta treats my project this same way? Is it in the info.plist using xcode? Or do I edit this in a .js file from Construct 2?

    As a test, I also exported my current app with Cocoon, and it works the way I like, but performance is much better with Ejecta. I also exported to Adobe Phonegap. Phonegap experience was absolutely awful and crashes at loading screen.

    So, balancing out the export options, Ejecta wins in performance, Cocoon wins as far "looking" the way I designed it.

    I've looked at the tutorials, and looked through the forums. I didn't see this topic come up yet. I'm not a coder, so if you have any thoughts that are technical, it is appreciated if you explain like I'm 5.

  • Hi inejwstine,

    Couple of suggestions that can be tedious, but might as well exhaust them if you are still stuck.

    Round 1:

    -When you import sounds into Construct try setting your encoding quality to the lowest first: 96kbps (lowest quality, quickest download.

    Still no luck?

    Round 2:

    -Download Audacity. Save some of your native files as .wavs at 44100 bitrate from Audacity. Now try Round 1 again importing your new wavs from audacity.

    Still, Still no luck?

    Round 3:

    -Let's test your Ipad Mini to see if it can play ANY sound exported from Construct2.

    Make a new Construct file, import sounds from the free bundle that comes with your license. Make a button, etc. to play a sound you imported. Test to see if you can hear any of those when played on Ipad. If you CAN hear the bundled sounds, then it has got to be something with your source audio files or maybe an event in your actual file. If you CANNOT hear even the bundled sounds then the problem is bigger than just your one source file with that Ipad mini....

    Granted, IOS is problematic. I've pulled my hair out a lot over the sound issues for device playback. But it is possible to get sounds to work. I use an ipad mini for testing as well and got sounds to work. However, I am using Cocoon for export, so we are a little different in that regard. Maybe I'll experiment on my mac to play natively without a wrapper.

    Good luck and see if any of the above work for you. Keep at it.

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