Jase00's Forum Posts

  • Yo,

    So I have decided to implement Music into my game. Horrah!

    Except, I am running into a problem.

    When the music is playing (Using a simple "Play" command at start of frame), it prevents other sound from playing, It'd only load like, 1 sound effect (since elsewhere, there is a sound playing at start of layout) but the rest don't end up loading D:

    I messed around with preloading but didn't really get any different results.

    Anyone had similar experiences?

  • I'm doing a medium scale and large scale game using C2 too. Arima raises a lot of great points. C2 doesn't limit you, you have the ability to ask and make plugins if there currently isn't a feature, so it's just as good as anything if you want to make a 2D game, be it a massive game or not. Even so, don't limit yourself with the tool you use, even if C2 WAS low on features, you could still get epic results depending on how much effort you put in and knowledge you have in the logic of games.

  • A family within a family...famception

    Why not have separate instance variables within a single family to detect if it can do certain things, like "IsArmoured", "CanTransportPeople", ect. Then you'd only have to code for 1 single family that can have many different vehicle types with unique settings.

  • Hah, I remember making that thread. I still would love this to be implemented <img src="smileys/smiley16.gif" border="0" align="middle" />

  • For those who don't know what this is, it's a bunch of software and API's that Android release for developers to allow them to emulate Android phones on their computer for testing purposes.

    But yeah, anyone ever got this to work? I can never actually get anything to run correctly, I create a Android Virtual Device (AVD), mimic the specs of a phone like the Galaxy S3, or Nexus 7, then I run it, and the emulator appears, but loads with the "Android" logo forever...

    Also, anyone ever actually use this, or could recommend another method of testing on different devices when you don't have the money? <img src="smileys/smiley36.gif" border="0" align="middle" />

    Thanks!

  • I think if you switch the order of the events around, so that the "Start of layout - Destroy ChildObj" happens before "On created - Spawn ChildObj", then it will work.

    If you had lots of ChildObjs on the layout and did a "On start of layout - Destroy ChildObj", it would pick all of them and destroy all of them, which is essentially whats going on if you spawn one in one event, then destroy without specifying which ChildObj to destroy in another event. :P

  • Perhaps it's because it's only "following" the player when the monster is outside the layout, rather than inside.

  • I'm glad I could be of help! <img src="smileys/smiley10.gif" border="0" align="middle" />

  • What I would do, is have an Instance Variable in the sprite called TimeLimit of the achievement, then...

    +Every Tick

    • Add "dt" to TimeLimit

    +Sprites' "TimeLimit" > 5

    • Destroy Sprite
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  • farflamex

    When you place some sprites down with Sine behaviour, you can change each ones "Period offset", which is how far it is through it's cycle I think. As with the topic itself, it's currently not possible to change where it is in it's movement, which hopefully will get officially implemented :P

    Hope this helps!

  • I hear and see lots of people use PatchMaker from Clickteam. I believe it has a free trial to test. :D

  • Link to .capx file (required!):

    Not needed

    Steps to reproduce:

    1. Create new project

    2. Go into event sheet and open an action that allows you to enter data (I.E "Compare two general values")

    3. Enter a closed bracket ) and it will give a windows crash.

    Observed result:

    Crash when entering a )

    Expected result:

    Not to crash

    Enjoy! <img src="smileys/smiley10.gif" border="0" align="middle" />

  • Funny, I attempted to try this kind of thing in the past thinking it would work for some reason.

    +1

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  • Usually companies don't really do much when you use their stuff as long as you're not receiving profit and not claiming the images as your own, which it seems you're not gonna do XD

    THOUGH don't underestimate companies, some just hate it when anything of theirs is used in any way. Mario and Sonic fangames are very popular and do a massively great job at being a great game, but Sega and Nintendo don't seem to take those games down as far as I know. Go forth and make whatever you wish!