Khodex's Recent Forum Activity

  • “SFX/GooGun_shot_1” right

    “SFX\GooGun_shot_1” wrong

    Thank you, this is the solution !

    So do not use "\" but "/" and it works.

    I wrote this for my 3 sounds and it works perfectly : "SFX/GoGun_shot_"&choose("1", "2", "3")

  • I already tried but no, it does not work. It works only if I play the sound without using "by name".

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  • I suppose that I am doing something wrong because it still does not work.

  • Hello,

    I changed the Export file structure property to Folders as said in the last Construct update page. Then, it says "Update the project to fix any changed file references, as described above." but I think that I don't understand what it means.

    In fact, my game is still working (apparently) but some sounds are not played anymore when they are supposed to be. When I try to plauy them from the project files, they work but not in game.

    Can someone explain me what I have to do please ?

    Tagged:

  • Hello everyone, here is a short game I made during a GameJam in 3 days. Themes : All the game in one screen + It was better before.

    Game : https://www.construct.net/fr/free-online-games/boomer-battle-40906/play?via=mn

    I hope you will enjoy to play it with some friends !

  • Hello ! I hope it's possible to propose to correct some french mistakes here.

    I'm french and I noticed some errors.

    If an object has the Turret behavior, some grammatical mistakes appear. Here it's not "à porter" but "à portée" :

    And on this one, it's not "acquérie" but "acquise".

    Thank you, I hope it would be possible to report some mistakes like these ones later on.

  • OK, I reproduced the issue in a simple project file, tje problem is exactly the same I have in my game. Here is the link.

    Thanks again Kyatric ! :)

  • Thank you for your answer Kyatric.

    I tried this :

    The boolean LevelStarting is true by default and after some time, it is deactivated. And it's true that thanks to this, the animations of the blocking_props instances are playing since the first frame. Then, instances which are not on the screen are stopping their animation, great !

    But as soon as another instance is on the screen, this instance doesn't play its animation, only the first one is playing.

    On this screenshot, the first terrarium is playing its animation but not the second one. The third one is out of the screen so it's not playing the animation, it's OK for this one.

    And something that I don't understand is that on the second terrarium, you can notice that "is playing" is "true" ("vrai" in french, sorry I forgot to translate it on the screenshot) but in fact it is not the case, the animation is not playing.

    I tried to go to the third instance on the right and it's not playing its animation neither as long as there is more than one instance on the screen. As soon as there is only one instance, this instance is playing its animation.

    I hope I was clear here. :)

  • Hello, I'm trying to stop the animation of instances of objects as soon as they aren't on screen.

    So, I made this event :

    (I wrote the translation on this screenshot 'cause otherwise it's in french)

    When I check the animations (in the debug console) of instances which are out of the screen, they don't play their animation, so for them it's OK.

    BUT the instances which are on screen don't play their animation as well ! And if I go towards another instance to have it on screen, same issue : no animation.

    Is my event wrong ?

  • Thanks a lot for your answers !

  • OK, I have the feeling that it works as long as there is no Z axis on the array but with several Z axis, is it possible ?

  • Hello, in debug mode, I can see the content of an array, which is cool but not easily readable. Is there a way to display this content in an actual array ?

    Tagged:

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Khodex

Member since 6 Sep, 2019

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