narFsnw's Recent Forum Activity

  • I have a project where the timescale moves a lot, between 0.2 and 5. I have set the audio so that the music scale with the timescale.

    I have 2 issues:

    1) When the timescale goes below 0.5 or above 4, the music is cut. I mean like no audio at all. Tested on Chrome and .exe export on Windows 7.

    2) In Windows .exe (but not in Chrome), when the timescale goes below 0.5 then goes back to above 0.5, there's a loud white noise. It never goes away. You need to close the game.

    I created a simple test .capx to test this: dl.dropboxusercontent.com/u/3132932/DropShorty/test%20audio.capx

    In the test project, you can press Z, X and Spacebar to change the timescale.

    And here's the .exe export: dl.dropboxusercontent.com/u/3132932/DropShorty/test%20audio%20win32.zip

    Is there any solution for that?

  • Is there an update on that "enable/disable effects" feature you were talking about, Ashley?

    I mean, turning off WebGL did the trick, but I was hoping for something that would turn off effects only in the editor.

  • Hmmmm... I don't know?

    I don't know what "joints" are.

    The effect I was looking for is kinda like a rope. I mean, the horse is not directly attached to the car. There's some sort of "loose".

    I was using "Pin (rope style)" to achieve this. Is there a "joints (rope style)" to create a similar effect?

  • I found the solution myself. For those interested, the answer is to actually pay attention to what you pin to what when you use the "Pin" action.

    If you pin the horse to the car, the horse will follow the car (which is not what I wanted). The solution is the opposite: pin the car to the horse! Then we can put physics on the horse to make it pull the car.

    Yay! Problem solved!

  • Instead of putting the effect on each object, try to put the effect on a layer, and place your objects on that layer.

  • I can't open the capx file you gave. There's an error message:

    <img src="http://dl.dropboxusercontent.com/u/3132932/DropShorty/Untitled.png" border="0" />

    tinyurl.com/m6hfnu3

  • So, in my game, I have an car, a rope and a horse. I attached the horse to the car using "pin (rope style)". The player then control the horse, trying to pull the car.

    Unfortunately, that doesn't work. I can move the horse and the rope does limits its movement distance, but the car doesn't move.

    How can I make the horse pull the car?

  • If there's a way in construct itself for testing that, that would be awesome. Otherwise, I'm open to more "creative" solutions like spawning 1 bazillions sprites in the background or stuff like that. Anything that would be fairly consistent.

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  • My game react weirdly when the framerate drops. I'm working on some fixes to avoid this. The problem is: it's difficult for me to test how the game react when the framerate drops because the game always runs on 60fps on my machine.

    Would any of you know of a way to artificially crate lags for testing purpose? Sometime more efficient than "running other games in the background" :P

  • When you say "I have the project scaled up by x2", what do you mean exactly? Do you mean that you make the projet smaller, then have the browser scale it bigger? Like the game is 100x100, but you make it appears 200x200 in the browser?

  • For those interested, here's how I did it:

    Instance variable "doorID" inside the door and "switchID" inside the switch.

    Event:

    Player: On collision with Switch

    System: For each Door (This is important, otherwise, it won't work)

    Switch: switchID = Door.doorID

    Action:

    set variable Door.open to True

  • Ah I see. You mean that I would create my own instance variables that would act as UID, but that I would control by hand.

    Man, it's so simple. Why didn't I think of that!

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narFsnw

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