AnD4D's Forum Posts

  • This should be pretty simple, but I'm struggling somewhat.

    Say I have audio of a crowd, which I have split up into 5 different audio tracks.

    This is so the game will randomize which parts of the crowd to play, so it doesn't simply sound like it's on loop.

    So I have Crowd01 with a "Crowd" tag play at -100 vol, then fade in to 0 vol over 1 second.

    I then have another event that checks the current position of the track, and when it detects that it's 5 seconds away from the end, it will fade out over 5 seconds.

    This all works fine.

    The problem codes when I want it to then play another Crowd tag, and have that fade in while the other tag fades out.

    When the process loops, and Crowd02 starts playing, and the code tells it to fade in, Construct tells both Crowd01 and Crowd02 to fade in, which overwrites the initial fade out.

    The only way I can think to remedy this is to have each audio track have a unique tag, which increases, so I don't repeat the issue.

    But this seems incredibly stupid. Why don't we have a fade in/out option when initially playing the track?

    Am I missing something simple?

    How would you fade out audio?

  • That's weird... it's just on onedrive...

  • I've always struggled with Parsing JSON.

    Can anyone teach me how to use it properly? I've needed to brute force it when I've used it in the past, but it seems unnessarily complicated.

    I have included a file which I'm trying to teach myself with:

    https://1drv.ms/u/s!AlZkRk7KfdFFjYg8ikDp9N57jk-b5g?e=pzELE3

    I've been trying to get my head around it on and off for the past couple of years... and I truly hate it.

    No idea why it's designed the way it is. I've tried looking at the example about books, and that doesn't help in the slightest.

  • No. Only if you choose to disconnect from the room or server.

  • Can anyone tell me roughly how large a save state in Construct 3 should be?

    My game is pretty small, but when I save the main menu, the F12 console shows:

    Saved state to storage (753368 chars)

    and when I save the main game, it says:

    Saved state to storage (1723333 chars)

    Is that far too much?

    I only started looking into it, as I'm getting moments where the game appears to fail to load, but still loads. So that game is loading the save file, but not triggering any of the actions associated with "Load Complete".

    No idea if this is a glitch, or something I've done wrong.

    Edit - Interestingly, I have to set up an event that reads on "Load Failed" do the actions, and it works, albeit in a weird glitchy way.

    Yeah, my vote is for bug.

  • One more possibility to consider: does your tilemap exist on the layout in the layout editor? If it doesn't, the texture needs to be loaded into memory on creation, which may result in a visible delay.

    Why are you using a tilemap to black out/fade in instead of a layer background, sprite, or tiled background object?

    Having it on the layout seems to have fixed the issue... I hope.

    My mistake, I actually meant tiled background. It's a solid black.

  • This isn't a problem when I create a sprite at the start of a layout, so why is it a problem if I create it on load?

    I'd have thought the two would be relatively similar. My use case is a prime example of how one works and the other doesn't.

    There should be a single frame pause before everything is rendered.

  • oosyrag But I want it to save the game at the end of each turn. If I create the tilemap when I save, I'll instead have a black tilemap appear constantly.

  • When I load my game using the system save/load, I have an event that creates a black tilemap that will fade out.

    So...

    On load complete, create tile map, fade out tilemap.

    This should create the effect of a smooth fade in effect.

    However, there seems to be a single frame where the game is loading before the tilemap is being created.

    So I see the level for a frame, then it goes black, and then it fades away. Rather annoying. Any idea how I might resolve this?

  • That got it, thanks!

  • With a mouse, I can do Mouse.X("LayerName")

    However, I can't do this with any other object.

    Say I want a special effect to occur at the position of a sprite on a 3D layer. At the moment, my camera zooms in on an object, almost centralising it to the screen. The effect is then generated, but it's created at the position of the object... based on its position on the canvas.

    So if the object is 100 pixels from the edge of the screen, the camera will zoom in on it, then the effect spawns on the 2D layer, but appears 100 pixels from the edge of the screen, rather than on the object.

  • In runtime debug, I'm able to move the z elevation of a drawing canvas, however, I can't in the event editor.

    Is there a reason for this?

  • Got to admit, it's a little frustrating that there's no support staff on a weekend.

    My game is a week from release, and I found a bug, but I'm locked out of my account.

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  • Probably local storage file is stored in NW.JS folder, so if it rewrites whole build, than files just disappear.

    NW.JS folder? Where's that?

    Also, it only seems to happen when I change the game's project version number.

  • Thanks fedca

    That's a relief!