RuneS's Recent Forum Activity

  • Same problem for me with r182. The test ads don't show. Neither does real ads

  • Vengeance

    http://www.kongregate.com/games/RuneSto/vengeance

    Space shooter

    100-150 Plays

  • Using podes iframe plugin you're able to run a c2 game within another project. This works well on desktop, but on ipad the game freezes before it has finished loading. Games run just fine in other iframes, just not podes html iframe.

    I'm wondering whether it has something to do with losing focus? Does anyone with better understanding of either plugin development, jquery or how ipads handle iframes have any idea about why this is happening?

    And a solution would also be great <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Hi Pode

    I don't think 'On loaded' triggers.

    version 139

  • These are 2 almost identical .wav files. The one imports as expected, the other gives an error. The only difference between the two files are that the one working is named 'Horn A2.wav' and the one not working is named 'Horn A2.WAV' (common for older samplepacks or media made with hardware samplers).

    Link to .capx file (required!):

    dl.dropboxusercontent.com/u/63712293/bugs/wavetests.zip

    Steps to reproduce:

    1. Use Import dialog in C2 to import File from folder 'not working'

    2.

    3.

    Observed result:

    Import dialog gives 'Unknown status' and does not import

    Expected result:

    Should be able to import without errors

    Browsers affected:

    Chrome: yes/no

    Firefox: yes/no

    Internet Explorer: yes/no

    Operating system & service pack:

    windows 8 pro 64 bit

    Construct 2 version:

        release 134 (64 bit)

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  • Aphrodite: The Silent mode only seems to mute the audio. So it plays on just as soon as you toggle silent mode off again.

    rabidsheep: In my experience this only stops the last triggered sound.

  • I'm working on a project with lot's of layouts that all have their own audio-theme. Right now I have to stop all sounds individually when changing layouts. It would be nice to have a 'stop all currently playing audio' function that you could call when changing layouts. Or is there an easier way, that I have missed?

  • Yes, that's exactly what I'm doing. I think it adds tremendous flexibility to work that way.

    I haven't really ever played these kind of games, so I didn't know how the mouse was supposed to react <img src="smileys/smiley36.gif" border="0" align="middle" /> . I've changed it now so that the movement is proportional to mouseX. However this causes the problem that you can't keep turning when the mouse reaches the end of the screen. Don't really know what to do about that...

    Yes I'm using your example as an engine. Because I can <img src="smileys/smiley2.gif" border="0" align="middle" />

    I was actually just thinking that it would be awesome to have a plugin to handle this. So if you think it would be fun, I really encourage you to make it. <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Wow nice job! :) You should keep the movement keys operating on X and Z only, and rotate with the mouse - perhaps even aim and shoot with it as well. ;)

    Thank you very much:)

    I've made a new example here: db.tt/MxgDcMi9

    Mouse controls left and right and shoot, WASD for x,y and strafe. Shift to run. M to turn map on and off

    What you're doing is controlling the camera. I thought your problem was firing a projectile from the camera. ;) When you have to shoot something, you'll need to follow my previous post. I'll see if I can implement a shooting example and upload the project file again if I can get some time.

    No I don't! :)

    Since the camera is now always positioned relative to my player controlled sprite, I can just spawn a bullet from that sprite, then make an object in the 3d representation whose WorldX and WorldZ is the same as the bullet's x and y (and update those every tick, of course).

    In my example all game functionality is happening in the 2d map, and the 3d is just sort of an overlay..

    By the way what kind of fps do you (or anyone else) get? I get between 17 and 25 fps which I think is pretty close to acceptable.

  • Hi again JoyfulDreamer

    Thank you for that thorough explanation. I thought I'd share my experience here.

    I did manage to get a Z-direction from your instructions. But then I couldn't figure out how to use that to determine the bullet objects direction. I'm terrible at math <img src="smileys/smiley5.gif" border="0" align="middle" />

    I did however find a solution to my problem <img src="smileys/smiley1.gif" border="0" align="middle" />

    While I was testing and things didn't work, I became more and more annoyed that I couldn't use the standard behaviors built in to C2. Then it occured to me, that that maybe I could. If I made a player controlled object with the behaviors and then set CameraX, CameraZ and CameraYRotation to the objects X,Y and angle. And whataya know, it worked <img src="smileys/smiley4.gif" border="0" align="middle" />

    I had to fiddle a bit, but it did.

    What this means is, that I could make any kind of 2d game (as long as it's top down) and use your engine to generate a 3d layer. Now I really love your engine!!!

    Here's a small demo:

    db.tt/e4k143Jm

    Not at all finished, so please be kind. use arrow keys and ctrl to shoot

  • This is indeed very cool, JoyfulDreamer.

    I've been messing around with the engine and most of it is really easy to use.

    There's just one thing. I want my player to shoot an object, so I create an object at CameraX, CameraZ. The problem is I can't figure out how to calculate the angle of movement for the object, so that it fires in the direction of the current view.

    Do you have any ideas as to how to solve this?

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RuneS

Member since 7 May, 2013

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