Burvey's Recent Forum Activity

  • Cool matching game. My 5 year old had fun playing it.

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  • Agreed, it looks good. Keep working on the game.

  • You can post your capx if you want and someone can take a look at it for you.

  • That's what snap to grid does. If you have an 8x8 grid then when you resize a sprite it will resize to 0,8,16,24 etc. It doesn't matter if the sprite started out as 2x2 or not. If you want one of the dimensions not to snap then you need to either turn off snap to grid or set up your grid differently (2x8 for example). Think of it like this, the grid is a square, so whatever you're resizing has to take the size of that square because you are snapping to that square. If the object is too small to do so it will default to 0.

  • I don't think this is a bug. It is because your grid size (8x8) is larger the the sprite height. If you changed your grid size to 1x1 the resize wouldn't happen.

  • The listener object is usually the player sprite. You place the positioned audio on the object where you want the sound to come from. For example, if you have an explosion, you can place the sound to the explosion. Then the closer the listener object (player) is to the explosion, the louder it will be. Of course it's not just the volume, if the explosion is to the right of the player, it will be heard in the right speaker etc.

    Edit: By the way, there's an example capx that comes with construct 2 in the example files. If you haven't already, you might want to take a look at it.

  • I think most people on here developing iOS are using Intel XDK

    I'm not developing for iOS so I don't know what the current issues are though.

  • This should get you started. This uses a spritefont but you can do the same zoom effect with sprites or whatever.

    https://www.dropbox.com/s/6gpdz8qk4658u ... oming.capx

  • For now what you can do is make an entire event sheet of just functions and include that sheet on your others. That's what I do. I also put like functions in groups and activate/deactivate them depending on where they are called in the game. I find it much easier to manage them this way.

  • " Comment 5 by dalecur...@chromium.org, Mar 16 2016

    We don't have any plans currently to try and make <video> or <audio> loop seamlessly."

  • Greaver First, don't forget to set a listener object (like the player sprite for example) at the start of the layout. Then you add the positioned audio. Also, there are settings in the audio properties bar that you may need to adjust as well.

  • I've been working on getting the positioned audio set up. It's a pain but it's starting to sound good. It would be nice if we could add more then one audio object so we could set different default settings for each. As it stands I'm having to change them via events which is tedious (unless I'm doing something wrong, which is quite possible).

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Burvey

Member since 5 Oct, 2013

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