andreyin's Forum Posts

  • I've had this problem happen to me when exporting to Node-Webkit, but the issue was that the bundled DirectX wasn't installed. After installing it, it worked just fine.

  • That's pretty neat, I really like how the water bounces on the wall!

    R0j0 has also helped me more times than I can count hahaha.

  • Probably resolution. C2 stretches the game window if you use fullscreen, so a lower resolution makes the game faster.

  • Thanks Ashley!!

  • damainman

    I have yet to test if it's mono, but yeah, there's a small delay when beggining to play a song (more noticiable at the beggining of the game).

    Something funny I noticed, apparently you can't have anything louder than 0db now. In the capx I posted, if you try to make it louder than 0db, nothing happens.

  • Huh. I thought this would be a C2 bug, since it broke after the update, but apparently it's a problem with this event line:

    <img src="http://i.imgur.com/5OCQkVV.png" border="0" />

    The logic is that, if MusicB volume is 0db, it resets the fade variables. Apparently C2 thinks that MusicB volume IS 0db, even though I just told it to start playing the song at -30db.

    I'm unsure if it's a bug in C2 or the code, now...

    I did fix it by doing this:

    <img src="http://i.imgur.com/MOQEUQw.png" border="0" />

  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/2383513/linkedOUT/MusicGainTest3.capx

    (example by blackhornet )

    Steps to reproduce:

    1. Make a function that slowly lowers the music, and makes another music play after it's done.

    Observed result:

    Should work, as it works in Chrome and IE. Also works perfectly on r144.1.

    Expected result:

    First song volume goes down and it stops playing as intended, but the next song never plays.

    Browsers affected:

    Chrome: no

    Internet Explorer: no

    Node-Webkit: Yes

    Operating system & service pack:

    Win8 64bits

    Construct 2 version:

    Tested on both r145 and r146

  • In Node-Webkit it plays ok, but now it's taking a bit more time to start... maybe I have to load every song manually on the loader layout?

    Also, I had this code for song-changing where the song that was playing would fade out, then the next song would fade in, but it doesn't work anymore (probably because it doesn't have enough time to load before I call it?).

    edit: Nevermind, I tried loading the music manually but it doesn't work when I try to change it...

  • What version are you using?

  • I've released a demo, links on the first post.

    Thanks for the support everyone!

  • I like to use the IID instead of the UID, because it's fixed.

    If you hardcode using the UID, you could accidentally change all the UIDs in your game and you'd have to change each line of code manually (at least that happened with C2 a while ago, not sure if this still happens).

    Let's say you have 3 doors in a layout; if you pick them by IID, their respective numbers will be 0, 1 and 2, in the order they were created.

    IF player entered door

    AND door.IID = 0

    -> Go to layout

  • Click the Gamepad Object on the object list, and on the properties window there's an option for setting the deadzone! IIRC the default is 30.

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  • Happy birthday!!

  • NotionGames

    I tried to avoid using it in my game too, but the effects make everything look so good I couldn't resist hahaha!

  • Nijek

    scirra.com/forum/nintendo-to-allow-html5-games-on-wii-u-and-3ds_topic65465_post402167.html

    Guess the Wii U can't handle it then. Hope they support it on the PS4, hence why I was asking.