AllanR's Recent Forum Activity

  • Well, I am still pretty new around here - but I am amazed at how fast updates come out, and how quickly C2 is improving.

    Sure, there is room for improvement. And the entire industry is evolving at a mind boggling pace. But C2 is already more than good enough to make awesome games! If we aren't successful as developers. we have no one to blame but ourselves!

    That being said, I am really looking forward to some of those requests being added too... :)

  • Guizmus - Thanks! :) I spent more time on this than I should have too. It was nice having a good starting point to jump into!

    If Mark makes money on this I think he owes us some royalties :)

    - obviously, you would have to come up with your own artwork - this is just the first image I found on google...

  • Hi Mark! I was curious about what you were trying to do, so I took the file that Guizmus made and expanded on it...

    first, I added a pause resume feature, and show the song's current playbacktime. That makes it easier to get the exact time for the start of each line.

    Guizmus was keeping a manual timer, which worked fine until I added the pause. I changed the song_position variable to be the current line being played (rather than the position in seconds).

    I also added a picture, and made the lyrics scroll - rather than the line marker.

    when you drag and drop the lyrics it now calculates what line you set it to, and starts playing from there.

    I thought about making it change the picture at certain points too...

    There is a bug in my code - when the lyrics scroll up under the Pause/Resume button it thinks you are trying to drag and drop the lyrics if you try to click on the button. I am not sure if you can block the drag and drop behavior on certain parts of the screen or not...

    you can get my version at: rieperts.com/games/forum/songfollow.capx

  • Tips that I find useful:

    a .capx file is just a .zip file, you can open it with a program like winrar and extract the files.

    then you can edit the .caproj file with a text editor and change the <saved-with-version> line near the top to your version number (if the .capx file you downloaded is from a newer vesion of C2 than what you have installed). Obviously, the .capx file can't be using any new features not available in your version - but if you are just checking out a tutorial or someone's example this works great.

    maybe everyone but me knew this one:

    you can use the same event sheet for multiple layouts. My son made a game with half a dozen levels and was running into the free version event limit. We re-organized it so all the levels used just one event sheet (because player movement and interaction with objects was essentially the same from level to level). This gave him lots of free events to keep developing! (we have since bought licenses).

  • That sounds really interesting! I am new to Construct 2, and just getting established. So, I would be more likely wait until the cameras were in the hands of consumers. But it is exciting to see what is coming in the not too distant future!

    The ideal method for integrating this into Construct 2 games (and Apps) would be a plugin (like Mouse / Touch / Keyboard / etc.)

  • well, you were close...

    rieperts.com/games/forum/page-finger-swipe-2.capx

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  • Event sheets continuosly loop, executing the code over and over again. So your code to create characters is repeating forever.

    If you want code to only run once when your layout starts (like creating characters), then create an "On Start of Layout" section and then make your "For Each" loop a sub-event of that. Then it will only run when the game first starts.

    Your characters are being set up the way you want, but the info displayed on the screen is the same for each character because all your text fields have the same names - so each time it creates a new character it updates ALL the text fields on the screen.

    To fix that you either need to give them unique names, or select the ones closest to the Spr_Adv_Border, or create the text boxes when you create the Spr_Adv1 charater...

    I tweaked your capx to make it work. you can get it at: rieperts.com/games/forum/DPM-A1-fix.capx

    The reason I suggested a sprite for variables and one for graphics is because the graphics will change based on how you generate your characters (male/femail, old/young, etc.) and as you will give them different animations. You need to have base objects that you know the names of to manipulate within your game. Then you apply the desired graphics you need on top of those...

  • check that you didn't accidentally disable the scroll to behavior, or also give it to something else...

  • Isn't that basically what I said?

    "all we really need is an option to make all layouts share the same layers" is what I meant by having an "Include Layout" in the Layout Properties section, with an option to set the included layout on top or underneath the current layout.

    I do realize that is not quite what the OP was asking for, but I thought "Include Layout" would be easier to implement (and less confusing for people).

  • I think that is a great idea!

    In Layout properties you can choose your event sheet. And then on event sheets you can include other event sheets. It would be awesome to be able to include other layouts (either on top or below the current layout).

    That way if you want a HUD layout, you just include it (at top), but if you have help screens or a shop where you don't want it, you just don't include it on those layouts. That would be easy to implement!

  • bscarl88

    Yes, I still had the capx file...

    you can get it at: rieperts.com/games/forum/BugCheckFile.capx

  • Your project is probably too small, so it loads instantaneously.

    Try adding a really big picture or music file to make it take longer to load...

AllanR's avatar

AllanR

Member since 21 Nov, 2013

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