jezjones24's Forum Posts

  • Hi,

    I have a layout at the start of my game that is only a video.

    I have the video in mp4, webm and ogv formats.

    It is set to autoplay.

    I exported it and uploaded it to a server... it does the loader screen and then hangs on a black screen.

    In the meantime, i have got my license and updated my install of Construct to use it.

    I have re-exported the game and it still does not auto play.

    I now have a non-construct branded % loader followed by the same black screen.

    Still no autoplay.

    Using Win 10 and Chrome.

    Any suggestions?

  • I started using Construct a couple of weeks ago.

    I have posted a few things in the forums, so you can see i have been using it pretty well.

    I am making games for a company (who also has a license) and so i planned to buy a license.

    I didn't download Construct 3 since it was still in beta and for actual work a rule of thumb is to only stick to stable releases.

    Now, having just bought my Construct 2 license I see Construct 3 is now stable.

    Should i move to Construct 3?

    Can i wait a month or two to finish current projects in version 2 and still get a discount on 3 when i upgrade.

    I am looking for advice here on the best approach.

    Thanks

    Jez

    Oh and PS - Gravatar for avatars is not working for me, i have updated on gravatar.com but nothing is showing here... can you ditch this has been service that never took off and just allow uploads of small image files on your servers... please... gravatar (and wordpress.com) really suck!

  • Great!

    Thanks, that fixed it!

    Also that fixed the issue with running on the spot.

  • drive.google.com/open ... cqy7CVu3mb

    unmangled link to capx

    [EDIT]

    Nope... that url was mangled aswell... the rule about posting URLs is stupid since the people who have the least experience are likely the ones who want to post on the forums... !

    Here is the link again...

    drive.google.com/open

    ?id=1g3aQm0duUFmKV7Q-nYNKJZcqy7CVu3mb

    please put them together

  • Capx file on google drive.

    drive.google.com/open ... cqy7CVu3mb

    I am following the platform tutorial from

    scirra.com/tutorials/253/ho ... ge-6#h2a16

    [EDIT] Here is the tutorial, unmangled URL

    scirra.com/tutorials 253/how-to-make-a-platform-game/ page-6 #h2a16

    I have just been focusing on getting the sprite working before adding anything else... so it should be nice and simple (in terms of no event stuff to interfere), but in the preview the different animations are not being shown for jumping, either when still or moving and also sometimes when you stop moving it does not return to the idle animation.

    This second issue is when you move and jump but stop moving while the sprite is still jumping, he keeps running on the spot.

    Can anyone see what is wrong with it?

    Thanks

  • It's a simple counting game for kids. A random number of animals appear (1 per second) then when this round's number has finished spawning, the button pad appears and the user clicks the button for the number of animals shown. It's about choosing the right text number.

    So the layer that the pad background and buttons are on appears and disappears about 10 times.

    I tried a Google drive Link but the editor removed the link part... I guess I could spell it out , removing the http part.

    Thanks anyway.

  • Sockratease Yes, thanks for the suggestion, but unforunately it doesn't work for me.

    If it makes a difference the buttons are on a layer that is initially invisible and then made visible on an event.

  • zenox98

    What events? This is a top level event and nothing else touches the mouse over situation!

    Sockratease every tick ? But the the mouse over object should be an event so why do I have to check every tick.

    If it changed and stayed changed elsewhere ok, but it is specifically over the buttons that it is not the hand.

    I can't post links yet so how can I add my cap file?

  • Hi all.

    I have 10 instances of buttons. 1 button object.

    I have set Mouse -> Cursor is over Button - Mouse Set Cursor to Hand.

    When i run the game, it is set to a Hand everywhere EXCEPT over the buttons.

    Is this a known bug? And how do i fix it.

    Incidentally, if i invert the action, so Red X Cursor is over Button ... the same thing happens. I get a hand everywhere except when over the buttons as i would expect.

  • Yes, it is in the same event sheet, although i seem to have it working now. I think there must be some issue with saving / caching my browser.

  • This works when i call it from On Start layout, but if i put it in a function eg: populatePositions and then call that from On Start Layout, it doesn't.

    How can i find out why that is?

    It doesn't work in it's own dedicated function, but as part of the 'nextLevel' function it works.

  • Thanks for that, i was trying to do something similar but i couldn't get the syntax right... that removes the need for all the set value statements.

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  • Yes, they are predefined.

    I thought about loading them via JSON but it doesn't give me the structure i need.

    (the debugger shows 10 values in the array but they are all 0)

    The output should allow me to do the following;-

    index = random number from 1-10

    array[index][0 for x position]

    array[index][1 for y position]

    then i can delete that array index so its not used again.

    [EDIT]

    I have solved my own question with the above reply.

    Set Value at (0,0) to 60

    Set Value at (0,1) to 150

    Set Value at (1,0) to 60

    Set Value at (1,1) to 265

    etc

    I just need to do that for all ten positions.

  • I am cautious about posting, because i feel it should be fairly easy to do this, but i just can't figure it out.

    I am spawning a number of sprites (between 1 and 10).

    I want them to spawn at specific locations so i am making an array (or a dictionary) to make a list of possible locations for them.

    The problem i have is how to populate that array.

    The data structure will be ;-

    (60,150),

    (60,265),

    (60,380),

    (180,120),

    (180,235),

    (180,350),

    (180,465),

    (280,150),

    (280,265),

    (280,380)

    I will then pick random items from the main array and delete the index after used.

    It is a fairground shooting gallery type game and i need to have the sprites (ducks) spawn on any of the three rows.

    Can anyone advise on how to do this... the manual goes into multidimensional arrays, but i can't see how to apply that here because the 2 numbers are always values, not keys.

    Any suggestions ? Or a better way to make a number of sprites appear but in pre-defined "allowable" places.

  • brunopalermo I need to keep the keys / indexes tied to the value since I want to create eg. 7 sprites and then press the button with an instance var of 7

    Yes array delete does work, I saw the array getting smaller.

    The reason why my results were unexpected was that the remaining values would move up the index and no longer be anywhere close to the instance var. What I was looking for was delete by value but I didn't find something to do this until i had moved to a dictionary approach.

    You are right, randomising the array and using pop would have worked quite well I think, but I ended up making it work through copying the dictionary to an array and random selection from there. Ultimately, I needed to get at the keys or indexes in a predictable way so it works for me.

    I have now completed this first (very simple) game in just 3 days since even hearing of construct 2 so although it is difficult to adapt to the approach I must take, I have made good progress...a reflection of construct 2's ease.

    For visual tools like construct, game salad etc it probably helps to never have done a code approach like unity or unreal.

    It feels like you are a little annoyed at my ignorant questions so I thank you for taking the time to guide me !