BigFrank's Forum Posts

  • Kyatric Thank you for this - was looking for how to do this correctly and as usual the capx is right to the point and very useful!

    (PS. why the OP cannot say thank you is beyond me, but "you reap what you sow")

  • Love the animation, you're a talented artist!

  • Doh! Thank you

  • Probably a stupid question, but it's tiresome adding a new event to find it's been created at the bottom of the events listing and then you have to drag it up to where you want it. Is there a way to create a new event between, say, 3 and 4 without creating it at 35 and then having to drag it up to 4? There must be a way, I just haven't found it yet

  • Thanks for the reply, but I found this tutorial which will hopefully do what I need. There's no capx but it seems simple enough

  • Youtube > "This video is unavailable"

    The download is for Construct Classic. C2 won't open it.

    I'd like to see how you did that.

  • I can completely follow the logic of that and, to be sure, it's a far more elegant solution than the one I came up with! There's so much I have yet to learn.

    Thank you very much for your help

  • Thank you for the reply. I did what you said. I read the For Each tutorial and then added a "For each plane" condition to my event. But the result wasn't what I wanted. As in A above it plays correctly, but only for the first plane. Then as in B above it plays the sound for the following planes, but continually, every tick. "Trigger once" only seems to work for the first plane.

    I spent a long time on this now, too long really, and one day I'll get it, but not today. I in fact solved it by looking at it from another angle. I put an invisible sprite, a vertical wavy line, called "playSound" on the layout at about 320 px:

    Plane > On collision with playSound > Play sound
       System > Trigger once [/code:2ggq5lo9]
    Perfect. Done job. 
    
    What's more, this actually works better because I have a parallax background three times the width of my layout. So I set my sprite to move with my player, who is always roughly in the centre of the screen (640 px). In this way the sound doesn't just play at a fixed 320 px, it only plays when the Plane is visible at 320px from the left edge. This is exactly what I wanted
  • Many thanks for your reply.

    I forgot to mention that the plane spawns randomly so at any one time there could be two planes on the layout, and another one is definitely on its way. So, I did what you said in the two ways shown below:

    In A it plays correctly, but just for the first plane. The following planes don't play the sound.

    In B it plays the sound for the first plane only but continually, as in A in my first post.

    Getting there, but still doing it wrong.

    Edit: I also tried this, but that also didn't do the trick.

    It was the same result as A in this post:

  • Hi guys,

    I have a plane that needs to play a sound after it has travelled 320 px. I have done this in two ways and both times it doesn't give the required result and I don't know what I'm doing wrong:

    When I do A it plays the sound but it seems to play continuously, not looping, but multiple instances of it playing, I guess as the plane progresses every pixel the sound plays. Logical but not what was wanted.

    When I do B the sound doesn't play, period. Whereas with code A it sounds like a Russian army choir trying to shout over each other, using code B it's the sound of silence.

    So, what am I doing wrong?

  • You could create an animation of the blade coming down and returning which runs at a global or object variable-controlled speed.

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  • Many thanks, people, for your replies. It was all very helpful. Finally, the best advice was

    Also, make a backup.

    I backup with auto-save, with timed backups and randomly whilst working every few minutes, and every night I do a differential backup to external media. Better to have terabytes of untouched data than a preventable crisis. I've learned the hard way that nothing prevents cardiac arrest better than having a current backup!

  • Does the Droid Turbo only support one kind of font? and if it supports more than one, which Construct 2 fonts will mobile phones support? It's really disappointing that the Droid Turbo, if that is the case, does not support a variety of fonts. Construct 2 offers a variety of fonts that can be used in projects.

    To be clear, Construct 2 does not offer any fonts. The fonts available to you in Construct 2 are those it has found installed on your computer. Different operating systems (Windows, Mac, iOS, Android etc.) offer different fonts. Even two Windows 7 PCs will not have all the same fonts, although they all start off with the same basic font set, but not the same basic ones as on a Mac or a Windows 10 PC.

    When you use a font, for example, Tekton Pro, in a game that is then displayed on my PC, my PC goes to look up if it has that font installed. If it doesn't, it looks at a font substitution file that says "if Tekton Pro isn't found, use an alternative that is in the same family of fonts" (decorative, serif, extra bold, whatever). What your phone is doing, because it doesn't use Windows fonts, is substituting your Arial with its own installed font substitute (which may look identical to Windows' Arial but will probably be something different). Your phone is telling you that all of the different fonts you have tried in the game you have designed are in the same font family as its built-in "Arial substitute" and so it uses that.

    The above is, in general, why you shouldn't ever use anything other than web safe fonts in HTML5 games and if you're going to upload them to iOS or Android you should stick to the very plainest Arial-type fonts (which can still prove hazardous depending on the character set you use) or, as already advised, use Sprite fonts which have a bigger payload but over which you have complete control.

  • Is it that you have multiple instances of the text "Points" being created on each successive layout? That would display as text being fatter or bolder.