wizaerd's Recent Forum Activity

  • Create a restful service in C#, perhaps even a selfhosted WebAPI application (removes the dependency on IIS) that feeds data back and forth via JSON, and wrap your DLL method calls into the appropriate web api calls, which would then get called via the AJAX plugin. Seems rather straight forward actually...

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  • Well since I cannot play the music in my level without this error, and since there's obviously nothing I can about it, I guess my only option is to either don't include music (poor option), don't worry about the error (bad practice) or move onto a game editor/studio that doesn;t have this problem.

  • Am I the only one with this issue?

  • On the start of my layout, I am loading and playing an audio file, and have it set to loop.

    Layout Start

    However, it doesn't loop. At the end of the song it just stops. If the layour restarts, I get the following error

    Audio Error

    Anyone have any advice on how to overcome this? I get the error in Chrome, if it matters.

  • These are not pre-existant conditions. When you create your floor objects, create an instanve variable that defines the type of floor it is (flat or angled). Then in your consition, look at that instance variable to determine the type of floor.

  • I don't see why it wouldn't, except that based on the complexity of the "cutscene", and the length of the animation in "actors" could cause performance issues. I don't know this for a fact, but it'd be my guess.

  • In the event, where you increase the score, set a variable to the modulus of your score against 100. In a subevent, if the variable you set above is 0, then increase the XP.

  • fawdda

    1 - Add a cooldown to your fire action. Something like :

    Var Cooldown = 0;

    On fire event (if Cooldown <= 0) Fire bullet; Set Cooldown to 2;

    Every tick (if cooldown > 0) substract dt (delta time) from cooldown.

    2 - You can create a sprite behind your bullet at every tick. And destroy this sprite after few secs.

    I'm curious about this approach versus using a timer. It basically does the same thing (I beleive), doesn't it? I have an InstanceVar on the player, canShoot set to true. Then when the player shoots, the instancevar gets set to false, and I set a unique timer. When the timer event fires, I set the instancevar back to true. I know the dt is the real time in seconds, whereas the timer would be affected by the fps the game was currently ruuning at. Is this correct? Is the approach you outline here more efficient and optimized than a timer approach that I'm currently using?

  • divaweb - I've actually look experimenting with the betas. I recently discovered C2 will install & run on a flash drive, so I download the beta, backup my project, then try it in the beta. If nothing breaks immediately, I keep using it until something either does break, or a new version is released. It's been fairly successful thus far.

  • Eliyahna - I'm glad that worked for you. I don't know if it's the proper way or not, but I started doing it this way a while ago and it works well enough for me. And you know what they say, whatever works...   <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Create an instance variable in the mushroom object, and set it's default to 0. In the Collision check, first this set the variable to 1. Your condition should be on collision with mushroom and mushroom.variable = 0.

  • I'm confident in the mechanics I've built, but I'm not at all confident in the graphics or the level design. I'm not giving up (thought about it) because I'm having fun doing it. But I know I won't ever release it to the public :)

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wizaerd

Member since 25 Jul, 2013

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