ThomasOlsson's Recent Forum Activity

  • Hi friends

    My name is Thomas, I live in Kyoto, and I really love construct 2, I love it so much that I can't motivate myself to learn anything else since it is super fast and addictive to prototype stuff on it. I was lucky to win Ludum Dare 34 with my game Frank & Stein because scirra gave me the ultimate tool for it! If you want to try Frank&Stein or if you are interested in my work, please take a look to my tumblr!

    http://vegamukiwa.tumblr.com/

  • Sounds that used to work without any issues before are now not convertibles to AAC anymore.

    I posted in "How to" because I don't think it is a Construct 2 bug, I think it is something related to my windows doing weird stuff since there was no C2 update related to sound conversion. I'm kind of desperate here, this is going to take so much time, my game is all about sounds.

    Thanks anyway guys.

  • Any idea?

  • Hi,

    Actually all my files were stereo before too and I never had any trouble. By the way I work with audacity already. I tried to do your operation anyway, by manually splitting the tracks left and right, but it is the same.

  • ogg works but since we need to import AAC for full suport, it is much more convenient to use wav conversion rather than exporting in both formats for each sound. So I would like that thing to work again.

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  • Hi guys,

    Since yesterday sound fails to be converted. My sounds should be fine since I was able to import them till now. It doesn't work even with the one I was able to import before that. I don't get it. I think it might be a cause external to construct because I cleaned up a lot of stuff on my PC recently. Any ideas ?

    They are standard 16bit PCM wav, 44100hz.

    Thank you

    Thomas

  • Ow, I don't understand why , but putting a "Wait 0.1 sec" action before the "Set global variable to picked count" solved the thing.

  • Hi guys

    I am using "Pick all enemies" and store the pick count into a variable, but whatever I am trying,

    the pick count stays to 1 even if they are all gone. What is my misunderstanding here?

    I do that in order to signal that the objective, destroy all enemies, is completed.

    Thank you

  • It works perfectly! Thank you so much

  • Hey buddies

    I used to do that but I don't remember how and I'm trying for a while now, so how

    can I pick only one target instance even if a hitbox collides with several targets at the same time?

    The problems is that since the box spawns directly on the targets, the event involves several

    targets at the same time, and at the exact same moment.

    I tried to use "Pick nearest from hitbox", but it doesn't seem to work in that situation. Would

    be really nice if somebody had an explanation to get me out of here.

    Thanks

  • RogueLike SoundPack — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-sound-effects/roguelike-soundpack-2129

    <p>*Music in preview not included*</p><h3>So you want to craft a Roguelike?</h3><div class="deshr"></div><p>This pack contains 260 sounds and offers a complete sound-bank to illustrate your Rogue-like or any fantastic medieval themed game, accessed on dungeon and middle age weaponry fights.</p><p>I focused my work on detailed combat, character movements, dungeon exploration and looting sounds, always working in the name of player's feedback.</p><p>This pack includes</p>

    • 5 quite creepy ambient sounds and 3 local ambient sounds such as fire and magic source.
    • 19 environmental sounds such as Doors, traps, shrines, and moving walls to illustrate interactions.
    • 18 footstep sounds on various floor types, including armor sounds to add on the regular sound if the character is armored.
    • 42 impacts to illustrate various hits, sorted by materials such as MetalOnFlesh, ArrowMetal, WoodOnFlesh or SwordOnSword.
    • 13 interface sounds with 4 orchestral style jingles and different styles of cursors.
    • 20 item sounds to illustrate looting or manipulation in inventory, and a few classics like torch, potion or map when the players uses it.
    • 29 magic sounds with fire, ice, bolt and healing.
    • 62 monster sounds to illustrate 6 different monsters like slimes, zombies, and goblins.
    • 18 movement illustration sounds like jumps, dashes and corpse falling, with and without armor weared.
    • 31 weapon sounds (Sword, dagger, big sword, bow, axe and staff) with the equipment sounds and swings.

    <p>The Roguelike soundpack fits perfectly for quite small sized games, and I plan to add free content updates.</p>

    Use this topic to leave comments, ask questions and talk about RogueLike SoundPack

  • Ow, and also, if your player, your enemy and your square all had the physics behavior only you could simply set player>disable collision with square! But I guess.... it's not as simple as that, right ?

    I hope I can help

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ThomasOlsson

Member since 10 Jul, 2014

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