Dynobot's Recent Forum Activity

  • Hi folks, I was doing a search on this topic and came across this thread. Setting my animation speed to a negative number worked for me-

    *I had an animation run to the last frame and loop was set to "no", speed set to 10

    *When I wanted animation to reverse i set speed to -10, and "start animation from current frame" (in this case, my last animation frame).

    This worked great for getting some acting out of characters that "start" and "stop" (in this case talking, looking up, or down etc.), but I don't know if it would be ideal for looping animations.

  • Hi Nutzaboutpoker,

    I don't think we have the same issues with music when comparing our posts. But thanks for the info - Any solution dealing with the music/sfx realm is always helpful to have in the tool box.

  • Hi Ashley,

    Thanks - Your info on the browsers has kept me from pulling the remaining hair from my scalp. After reading your reply I thought I'd some quick tests for you.

    I ran my game in build 148 using firefox and IE. Results were:

    firefox 25.0.1 - Music cuts out. Sfx had no incidents.

    IE 10.0.9200.16736 - Music sounds warbled as if listening through a tin can. Sfx were executed with a slight delay. It almost seemed as though they were trying to cache and/or stream to memory first. For example, on my menu screen I have a button make a sound when tapped. On first tap, slight delay. On second tap same button, perfectly synced. I could probably preload all sounds I guess? But I dont have a solution (yet?) for the warbly music.

    ------------------------------------------------------------

    Then, running in build 152:

    firefox 25.0.1 - Flawless, back to normal!

    IE 10.0.9200.16736 - Same as build 148, warbly music, delayed sfx as above.

    The main thing is learning that these issues are browser specific. I feel a lot better knowing that. I might do these tests with another game I'm working on as well. I'm curious if IE is grumpy with any and all exports etc... I typically test with firefox before sending to wp8.

  • Hi anyone. I think I found a workaround. I dragged all of my music files from my Music folder to my Sounds folder - Thus treating my music as sfx.

    I've been testing the game and no weirdness as a result. I sincerely hope I'm the only one that had this problem. If not, hope it helps if you run into this weirdness.

  • Greetings,

    I've been working on a game for the past year. It has gone through multiple file versions as well as releases of Construct 2 with no issue. The game is usually tested on firefox and windows phone 8.

    Today I wanted to test my game in firefox and internet explorer and I noticed music abruptly gets cut off after about 2 seconds. Progressing through the game I'll get random degradation of sound effects as well. This is the same file I worked and tested on last week with no issues.

    I was using thehen's windows phone tutorial as my way of playing sounds and music using functions (awesome tutorial by the way, go check it out, I don't have permissions to post the link, sorry).

    Things I've tried:

    Updated to the latest Construct

    Downgraded to Construct 136

    Tried a different computer

    Tried files from 5 months back

    Replaced a music file with a different one

    Loaded a completely different game using the same functions

    Results:

    Updating or downgrading Construct did not help

    Trying a different computer gave me the same results for the game.

    Trying old files rendered same problems.

    Replacing the music file still stopped.

    ! Testing a different game had no problems. Music was fine.

    I'm scratching my head. Does this mean the game files that were great from 5 months ago to last week have all been corrupted as of today?

    My suspicion is the game file. But I'm really confused by it. The whole idea of archiving files is to have a fall back plan. But to see old files from months ago behave as odd as the newest file throws me for a loop.

    Any thoughts will be greatly appreciated.

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  • Pixel Perfick,

    Updating you - The bullet behavior works much better. Thanks a lot for the suggestion.

  • Hi Pixel Pefick,

    Understood, I'll give that a try.

  • I see a bunch of red "x" markers for my images. I tried to insert image in the forum editor and this is the result... Anyone want to steer me in the right direction I'm all ears.

  • Greetings Forum Folks,

    New to Scirra forums and trying to figure out some stuff.

    I have a Player that is activated by touch. I hit an Enemy and the Player will dash to the Enemy to destroy it using the bullet behavior.

    Now the question: I would like to have the Player move and animate back to the starting point. How would you folks attempt this? I don't want it to snap back.

    I've experimented with a platform behavior to "slide" back to the origin point but wondering what the Scirra collective thinks.

    Thoughts?

    Tried to post storyboards, but having weird problems, hope they got through after I post:

    Storyboard 1:

    <img src="http://www.flickr/photos/95837745@N08/8741044135/" border="0" />

    Storyboard 2:

    <img src="http://www.flickr/photos/95837745@N08/8741044113/" border="0" />

    Storyboard 3:

    <img src="http://www.flickr/photos/95837745@N08/8742160622/" border="0" />

    Storyboard 4:

    <img src="http://www.flickr/photos/95837745@N08/8742160600/" border="0" />

    Storyboard 5:

    <img src="http://www.flickr/photos/95837745@N08/8742160580/" border="0" />

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Dynobot

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