Kyatric's Forum Posts

  • Your "Else" event will automatically execute if the event on top of it is not executed.

    Said event checks whether keyboard key is down OR if gamepad button is down.

    If neither a key or a button is down, then, by default, the "Else" event will execute.

    To accomplish what you want, consider having a local variable at the start, on top of the event where you set "input_Button01" to 2.

    Name it for example "controlCheck" and make it a boolean.

    Refer to the following logic :

    Also make sure the index of your button is the correct index.

    You might want to check for a "button down" first in the logic as well.

  • Well then post your .c3p file for us to be able to investigate what might be going wrong.

  • The passing of the value likely happens on the next tick of execution. The tick where the instance is destroyed anyway.

    Further explain what exactly you are trying to achieve, the problem to which passing a value to a destroyed object is the solution you decided to implement.

  • Please read from the Audio manual article :

    WebM Opus is the only audio format that works across all browsers and platforms. To ensure your audio works everywhere, make sure the URL serves WebM Opus audio. Otherwise whether or not audio playback works will depend on the audio codec support of the current browser/platform.

    Play audio from a URL by adding it first with this action. Specify the URL to be played, the type (aka the MIME type) of the audio to be played, and pick a name to use for this URL. On its own this action does nothing - no request will be made to the given URL. However you can then pass your chosen name to the other actions that work "by name", such as Play (by name) or Preload (by name), it will then play from the URL you associated with that name. If these actions ask for the folder, it is not really used, but chooses whether the audio is fully downloaded and decoded before playback (for Sounds), or streamed (for Music). As with any other audio file, you can use the Preload (by name) action to preload the audio at the given URL, to ensure subsequent playback starts promptly.

    Are you sure the MIME type on your server is properly set ? You are using the proper MIME type in the action ?

    What does the browser console tells you when attempting to download your file ? (ctrl+i in Chrome should display it, before you attempt your download and provide you with further informations as to what might be happening)

  • Yes.

    There is an example from the start page that also displays that :

    editor.construct.net

  • Add a boolean "animPlay" instance variable to your "object", false by default.

    Set your events :

    As indicated previously, no need for the "For each" event, the instances are automatically looped through.

    The condition "Is 'anim' playing" is in fact true, because it is playing 'anim', whether the animation is actually playing or not.

    So handle knowing if your sprite is playing or not using the boolean instance 'animPlay'.

    Doing so, everything works as intended as far as I can tell.

  • Consider posting your project and providing steps to reproduce the issue.

    It will be simpler to diagnose and help.

    And as mentioned in my previous answer, it is possible to use a different condition from the Sprite object (Animation is playing) instead of the System Trigger only once.

    You might also try to remove the original "for each instance" loop and use directly the "is on screen"/"is NOT on screen" condition as top level event, since they are automatically looping through instances already.

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  • Kind of.

    Your event Blocking_Props are on screen is executed every ticks.

    So every ticks, you are setting your animation to play from the starting frame.

    So you never give time to your animation to actually naturally play.

    Try adding the system condition "Trigger once while true".

    This way, the animation would be set only once, and would then play, until the instance goes out of screen.

    "Blocking_Props is NOT playing animation" and the name of the animation it is supposed to be playing, could be another way to achieve the same thing.

  • The crackling can comes from a poor sound interface that saturates with a similar sound playing/overlapping and causing natural saturation.

    I've tried shooting a lot of balls on your last example, and modifying the time of shooting, causing some "phase" (overlapping sounds, different delays, and so on), and I couldn't get saturation, with only up to 5 sounds playing.

    What you can do, is, when playing the sound, slightly modify the playback rate of the sound, so it doesn't actually sounds like the very same sound.

    Adding a bit of randomness can make the sound a bit more nice to play and ear.

    You can also play with the volume of the sounds. Adding a bit of randomness as well, in order to add some modulation.

    This might help a bit.

    Your bounce sound is pretty harsh from the start though, perhaps you could find a softer sound with less attack/harshness from the start.

    You could edit the sound in a sound editor like Audacity, and what you would want to add to soften it would be some reverb (not echo).

    Also, you could equalize it to reduce the high frequencies, and curve a little the middle frequencies to get some more roundness to the sound and yet keeping a certain impact.

    Hopefully, adding some randomness and playing with the random values can help you find something more enjoyable as far as sound goes.

  • Years ago, I have made a tutorial for Construct 2 about Monster drop rates.

    The information should still be valid.

  • Have you gone through the beginner's guide : construct.net/en/tutorials/beginners-guide-to-construct-3-1 ?

    It is a nice way to get started and learn a lot about how Construct works.

  • Hello, those forums are english only, so please, post at least a google translation with any message you post.

    What exactly do you mean by "change its appearance" ?

    I assume you would like to change the animation or the animation frame that the sprite is displaying, right ?

    You can use the Mouse or Touch plugin to handle your click.

    Using the condition "On object clicked", where your object is your Sprite for example.

    And as an action, you would set the Sprite animation to the animation you want to play.

  • The line :

    "savedWithRelease": 25102,

    Should use "25102" indeed.

    Otherwise, for addons, the version number should be :

    "version": "r251.2",

    Not "25102".

    Make sure to make that modification and see if it works better.

  • Here is a solution that works, and relies on picking IIDs.

    As you can see in the image, first condition picks all instances of "Enemies" that are (or are not) moving.

    The second condition is the System "For each" that loops through all those picked instances, one by one.

    The third condition is the System "Pick Nth instance" of "EnemiesAnimation" picking by "Enemies.IID" (Instance ID), which makes the appropriate link, pick each correct couple of instances

    The action applies the appropriate animation to the pair of picked instances.

    I've had to ask Ashley for help on that one.

    Containers do not work/carry over families unfortunately, so my original solution was not the best.

    I hope you manage to implement this solution in your project easily.