TwinBlazar's Recent Forum Activity

  • Dear Ashley, because the Chrome folks demand a HTML5 page for quicker view right away, I've decided to export my project (with all default setting) into HTML5 form provided here: mediafire.com (non-minify version here: mediafire.com

    But surprisingly, if I run this exported HTML5 project in Chrome, I can play any music without any problem, BUT the sound effect OK - 1 (press A) never play no matter what. So we got different result from exported project and running the project from C2 directly.

    On Firefox, everything works correctly. IE also works correctly, and more surprisingly, there are no delays upon requesting for playing the music too. I shall report this to the Chromium thread as well.

  • Dear Ashley, I have opened the issue and I already got some responses. They said they don't have enough information on C2 side (ie. how did you implement the program) to take action, so perhaps you could have a talk with them?

  • I don't have the beta version installed, but from what you described with the 0,0 position, did you set the audio listener object yet?

  • I was writing too fast. A little fix:

    I think this is a preload bug for long audio on Chrome. On Chrome (Version 27.0.1453.116 m), if you play the long music (press X) first, then all sound effects and other music may not be LOADED AND played ever again. (Try press X, then, Z and A to see this) But if you try play any other sound before the long audio, those sounds that have been played can still be played. (Try press A and/or Z, then X, and then try press A and/or Z again to see this)

  • Link to .capx file (required!):

    mediafire.com

    Steps to reproduce:

    Event sheet has been arranged accordingly in capx above for this bug report. Instruction is provided both in the layout of the capx, as well as here:

    Press A to play a sound effect. Play Z to play a short music (~2 minutes). Play X to play a long music (~5 minutes). Switching between 2 music also stops the other music playing.

    Observed result:

    I think this is a preload bug for long audio on Chrome. On Chrome (Version 27.0.1453.116 m), if you play the long music (press X) first, then all sound effects and other music may not be played ever again. (Try press X, then, Z and A to see this) But if you try play any other sound before the long audio, those sounds that have been played can still be played. (Try press A and/or Z, then X, and then try press A and/or Z again to see this)

    TEST: Chrome may no longer load unloaded audio if the next music is long for 90% of the time. For Firefox, I see that version 21.0 and 22.0 can run perfectly without any problem. IE 10 (version 10.0.9200.16618) has a delay but it does eventually play.

    Expected result:

    All music and other audio on Chrome should still be loaded and played normally.

    Browsers affected:

    Chrome: yes

    Firefox: no

    Internet Explorer: no but the delay is quite long, given the fact that the music is streamed locally.

    Operating system & service pack:

    Win7 ultimate service pack 1

    Construct 2 version:

    r132 64 bits

  • You only create the invisible object on the tile that has respective frame that you want to check. You do this in one go. The number of objects won't be doubled, but yes, it will still increase.

    Actually, ...how many tiles objects do you have anyway? And which device are you actually trying to put this game on?

  • You set the direction of the bullet in the event sheet.

  • *play sound: [slapstick comedy] got punched in the face*

    Oh, my god... It's that simple?

  • So would i just make my collison mask bigger? and if i did make it bigger it would make my solid collision with my player funky aswell wouldnt it?

    Yes, it will affect the player object as well.

    You could try another trick like this:

    On the start of layout, for all of your objects that are plain dirt tile, create an invisible object that has collision mask bigger than your tiles. Now, with this, you refer and check to this invisible object for overlapping and check whether those tiles that overlapped are plain dirt tile or not. If so, ...you know what to do. ;)

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  • For something like mapping in your case, you will want to use array.

    Sure, there are other ways, but if everything is in a grid, then you could check for adjacent tile right away.

    But if you prefer, one possibility is, you could adjust the collision mask of any frame of any sprite in the sprite editor. Perhaps, you could try expand the collision mask of your plain dirt tile a bit more, and then check whether it is overlapping other objects in question or not. But again, you will also want to check for performance in this. Having many of these at once might not be a good idea.

  • Currently, I have many sounds, and in C2, we can choose any sound in the dropdown menu of those audio related events. But the thing is this, I want the player to choose some specific sound.

    If I have only a few sounds, I could simply go with: if player's chosen index is 1, 2, 3, then play sound A, B, C. Etc. Sure, that would be very simple with events, but I'm talking about at least 50 sounds here. Doing if else if else for all the sounds is horrible. There should be a better way.

    I've came across nickname plugin, which allows you to associate any object type with a string. That is very handy. But it does not cover sound department.

    So are there any alternative? Having 50 events for 50 sounds is a horrible idea.

  • The keyword you should be looking for, is "global variable" and check out the manual's system expression for string processing.

    You could, for example, "Hi, " & playerName & ", this is how you use variables in text".

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TwinBlazar

Member since 14 Apr, 2013

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