Colludium's Forum Posts

  • ^^ Now that's a good idea! Thanks megatronx - and just before I started to put sounds in (phew)!

  • I need to go to abbreviation school!

  • This may not work but it's probably worth a go. Try putting the url into a string variable first and then open the browser object with that variable in a subsequent event.

    I have no experience with php so can't help on the rest I'm afraid.

  • Why don't you skip all that and just use the Play (by name) option in the audio? I am using that for futureproofing since my past projects have the issues that the thread starter is speaking of. Especially when you team up with a competent audiobro who keep doing iteration to improve the overall music atmosphere. What I find out is that if you use Play (by name), you can delete the previous audio file and put in a new one without any difficulty at all.

    That would also work. I like to be able to try out a bunch of different sounds by having them all imported into C2 at the same time and then trying back-to-back comparisons. Using a dictionary allows me to do that by changing just one reference.

  • For what it's worth, I heard some very good advice on this subject a while ago. Use a Dictionary object and set a key to the audio file name you want to play. Then, to play sounds, select "Play (by name)" and get the file name from the key value that you set earlier. Then, if you need to update an audio file, all you need to do is import the new audio file and change the name in the appropriate Dictionary key. The old file(s) can be deleted and you won't need to find every audio command in your game events to change the reference. For example:

    [attachment=0:tuxslrxz][/attachment:tuxslrxz]

  • Yes jayderyu, I see what you mean. I have always used On Created to control setting instance variables to minimize that sort of code repetition, but I can see how that it won't work in all situations.

    Yttermayn, I withdraw my 'helpful' comment!

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  • Your post includes the solution to your problem. Add a family variable to mobs family and assign a unique numerical value to each member of that family. When you save state, include the variable number in the save and then, when you want to recreate the correct member of the family, reference the variable to control which particular instance to create.

    I think your demand to have it done by tomorrow is just daft, but I bet you could do this yourself by then (or is this a joke?).

  • It sounds like code for there will be a need for a whole new plugin - for C2 users, at least. Unless there will be a simple (non coder friendly) one line javascript way of accessing features like game center and leaderboards etc.

  • Great! I'm glad that my tiny input was helpful .

  • lucid,

    Check you pm's - I've sent you a bug report b8_2 / r174 with capx. Thanks!

  • I agree, it seems a bit confusing to allow continued work on a project when the whole idea of a jam is to get it done right within the time limit.

  • awmace5,

    You do indeed have a memory leak. Your Water sprites are not being destroyed and are accumulating at a rate of approx 30 per sec (I stopped the debugger after a few secs with more than 1500 of them....). I didn't see 30 appear on screen each second, so there's a bit of unnecessary cpu work going on there (perhaps only spawn them where they will then be seen) and the hit-solid-destroy system doesn't seem robust. You could do this a couple of easy ways - the quickest would be to add a Fade behavior to them that is active on start and then time them to fade out after, say, 5 secs - where they will be off screen or already destroyed by what you have in the events already.

    Edit - I just tried the adding Fade behavior and it doesn't work. There are just too many Water sprites... I suggest only spawning them where they will be seen and then destroying them when their y value is > layoutHeight + a bit.

    Edit 2 - The above y value check works and caps their number at ~120 without managing where they are spawned which would also allow you to reduce the spawn rate.

  • I built a truck driver / pilot time calculator, a meeting cost calculator and a tip calculator. So calculators are pretty easy, come to think of it!

  • Hi yaomon17, I had the same problem as damiancaro.

  • Blinx123, I have similar errors with clay.io plugin and cannot use it. I fear that support for it has disappeared into the ether...