Nitro187's Forum Posts

  • You could do it in one event with clamp ;

    8 direction is moving : Set position to x: clamp(sprite.X,0,854) y :clamp(sprite.Y,-480,480);

    This assumes that the layout width is 854, and height is 480 & would bound the player to layout except the top. Allowing the player to leave the layout up to 480 px upwards.

    Edit : Don't forget to account for the sprite width and height ;

    x : clamp(sprite.X,0+sprite.Width/2,854-sprite.width/2)

    y : clamp(sprite.Y,-480+sprite.Width/2,480-sprite.width/2)

    Worked beautifully; thanks!

  • Is there a way to 'bound to layout' except for say, the top, or left side, etc?

    The only way I can think of, would require a lot of events... I'm trying to minimize by using "Bound to layout" but don't want them bound to the top of the screen... but for testing purposes, this can be any side.

    Thanks!

  • Yes, What i do is I go in upload the new sound. Change all the triggers that has the old to the new then remove the old.

    Problem is, my game has over 4,000 events... going through each event to see which one has my specific audio file that I changed would take hours.

  • Kind of annoyed how this isn't easier to do... but maybe I'm missing something:

    I am trying to change audio files for a number of sound effects I have... however, everytime I delete the file in the project browser, it deletes ALL of my events and actions that I have with that specific sound effect. In order to combat this, I've tried replacing the actual sound files, rather than within construct... yet for some reason, Construct has those sound files loaded into memory, so they don't 'update' unless you restart Construct.

    Is there a simpler way to replace sound effects, without having to re enter all of your events and actions? You'd figure right click - replace file would be an option...

    I guess I could always change all of my events\actions to "Play (by name)" rather than by object... but I've already made my game... to go through the entire thing and change this, would still be a lot of work.

    Any ideas?

  • Shaders won't work if the platform does not support webGL... so you may want to see if the Wii-U even supports it first...

    I'm not using any shaders. That's not what's causing the slow downs... loading is.

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  • Nitro187 lennaert the alerts should now be working

    Thanks man! Works great!

  • Especially if you're releasing for mobile, the screen size on most devices that people play on is small enough to where sprites look nice even without shaders (if that is what it is).

    Wii-U... which is why I don't want frame rate issues... as the system is powerful enough to handle a TON you can throw at it, but this hang up in Construct is making it look bad.

  • Working on it now

    Amazing... thanks!

  • Are you positive the window isn't dropping behind the first? As if the extra click registers for the other window, and pulls it on top of the progress window? (and if it should ask a question, it would appear as a hang?)

    I've seen other programs do that, but haven't tried it here..

    The reason I know this isn't the case, is because after you press "enter", the window disappears, the status in the status bar of the main window disappears, and next time you export - NOTHING shows up... the window just freezes, until the export is finished.

  • Looks like if you hold Alt, hold F4, release F4 then release Alt it's OK, but if you release Alt before F4 then releasing F4 runs a preview. Post it to the bugs forum so I don't forget.

    Thanks Ashley; and it's already in the bugs forum.

  • I used to just pop on here to see if there was anything in the account alerts... since the new forum came online, I don't get these anymore; I need to remember which threads I replied in, and manually see if anyone responded. Might be frustrating to people who post a LOT of stuff and are waiting a response, or like to help others. Perhaps it's just me?

  • I get a similar sort of effect the first time I load a WebGL shader on some devices. First instance of the shader hickups, then it's smooth even after reloading the level. Maybe it's something similar for you?

    Yeah, perhaps... Maybe I just have to get used to it. It's going to look pretty unprofessional, but I don't think there is anything I can do... other than removing content. :\</p>

  • Nope, talking about the built in sprite editor specifically. Also does it on the tile background editor, sprite font editor, etc etc. Pressing ESC does in fact close those windows, but I'm used to alt+F4, even though it's more keystrokes.

    I did a few tests, and pressing F4 in the sprite editor does nothing (as expected).... but pressing alt+F4 closes the sprite editor, and runs the current layout. Pressing alt+F4 on windows like, "add object" don't seem to have this bug... just the sprite editor type windows.

    It doesn't do it every time, but it does it about 80% of the time... it's really random.

  • I have no audio in my game yet, however I see a huge delay at the start of a level... yet if I go back to the title screen, and start the level again, it's instant... which leads me to believe it's a loading process, and I wanted to completely eliminate that bottleneck... but I guess there doesn't seem to be a way... so maybe I'll just have a fade in, to hide any frame rate drops... kind of disappointing though.

  • Which is ok... however if you're closing for example, the image editor by using the default keyboard shortcut alt+f4, it thinks you want to run the layout... which is a minor annoyance... but after hours of switching through images (I'm a huge shortcut guy) it becomes annoying having to manually close the browser window that pops up as well.

    Is there a possibility to maybe change the shortcut from F4, to say... F6 or something? Or even change the shortcut so that it doesn't activate if the image window is up? Either way would work.