signaljacker's Forum Posts

  • Hey, I tried that - but it didn't seem to fix the problem for me, could you explain in a little more detail or post an example? Thanks!

  • I'm downloading your new version, but it's massive and will take over an hour (I'm about to go to sleep). I will look at it tomorrow if I have time. In the version you uploaded the other day, all I had to do to get the sound to work in game was change one thing - see screenshot below. I guess your game has changed quite a bit since then, but with your old version changing this last line made all the sounds, shooting explosions etc work.

    <img src="http://www.masspanicmusic.com/construct/screenshot2.jpg" border="0" />

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  • There's a line at the bottom of your game field event sheet that Says "If cursor isn't over continue box set audio to muted" - this is what is cutting your sounds out - right click this code block (17) and select "toggle disabled" then run your game, it should work. You can fix this up in the same way I fixed your title screen - the "set muted" action isn't necessary so you can just get rid of it. That should hopefully fix your audio issue. I've noticed though that your game is very big, and it doesn't need to be - you will be able to get it running much better if you use a "tiled background" instead of multiple sprites as your backdrop. Try those things and see how you go, if you need any other optimization tips let me know.

  • Hi, what is happening is that you have certain conditions that are cancelling each-other out. I made a few changes to your title screen code and it works - the two buttons were muting eachother out after the first collision so if you disable that and make a few other adjustments you'll get it working correctly. Because the sounds that the buttons make when hovered over are only short there's no need to mute the sound when the cursor isn't over them - you can make sure that the sound only plays once by using "trigger once while true" see screenshot <img src="http://www.masspanicmusic.com/construct/screenshot.jpg" border="0" />

  • I would set the height of the hitbox to half of what it normally is when the down key is pressed - example here

    dl.dropboxusercontent.com/u/70305965/crouch.capx

  • Hi, I've just done up a quick example - the idle state kicks in after 2 seconds and is indicated when the box turns orange. I noticed that without the "trigger once while true" condition it did not behave as expected, this may have been causing your issues.

    dl.dropboxusercontent.com/u/70305965/idle.capx

  • .capx attached for reference dl.dropboxusercontent.com/u/70305965/pulse.capx

    When I apply a pulse effect to an object it seems to apply it to a fixed point on the screen rather than the object itself. If the player is stationary it's fine, but if they jump or move and the screen scrolls, the effect is ruined (see example). I'm just wondering why this happens, and whether there is a workaround, so that the effect remains constant, regardless of player position, speed etc.

  • Hi, I've noticed that when I add an effect to an object eg (pulse effect) it seems to oscillate faster when the screen is scrolling than when it is stationary. Is there any reason for this? And, more importantly is there any way to make the effect a uniform speed when scrolling? I'm sorry if this is something very obvious or has been covered before (tried searching but did not find adequate answer. The manual doesn't seem to mention this issue, or a fix for it.

  • Just off the top of my head I think in order to copy the actions you will need to have any objects referenced in the code you want to copy set up in the .capx you want to copy it to, otherwise it won't work.

  • If you want to create music without recording instruments you'll need software to sequence it with (generally a digital audio workstation or DAW) and some software synthesizers. There are a number of free DAWs for windows and mac and also some reasonably priced ones such as Reaper, which I would recommend as it's very powerful and cheap. You can load virtual studio instruments (vstis) into this (basically software synthesizers, but sample based instruments are also available) and compose away. There are lots of free ones out there, but a good one to check out initially is the excellent and free Synth1. It should be noted however that this stuff has a pretty high learning curve and getting good results won't happen quickly.

  • I'm primarily a designer and composer so I get simple gameplay mechanics up but generally work on establishing a mood first. I've found that once I do this, themes, gameplay mechanics etc will start to fall into place. It doesn't happen all at once, it's an ongoing process of constant refinement and doesn't need to be rushed, it will happen naturally if you continue to immerse yourself in the project.

    Some people like to plan things out meticulously first, I don't. There's no right or wrong way, it's what works for you - personally I like the hands on experimentation - it promotes new ideas as you develop the game and gives a sort of instant gratification that helps drive it forward.

    I'm not afraid to experiment (some great gameplay mechanics have arisen from accidents), I'm not afraid to deviate from my main project (I'll often keep several projects of different styles/genres on the go, and flit between them when I'm stuck or bored with one as it helps keep interest in game development high). I think the most important thing is to do it for the love of doing it, not because there is a chance of success or because you're trying to break into the indie scene. Make the game for yourself first and foremost, and if you manage to finish it (much easier said than done) then start to think about a wider audience.

    It's hard when you're working a full time job, have family commitments etc to devote time to developing a game - I cut out things that are less important - cut back on TV, block distracting websites, work on problems in my lunchbreak, after work etc. I try to grab an hour or so on most days, but then sometimes go full swing on weekends/holidays. You'd be amazed what you can get done in a short time when you've spent months thinking about and immersing yourself in the project.

  • Hey, I spend a lot of time lurking on these forums but I thought I'd post just to say thanks. You've been one of the most prolific and helpful posters on here and your replies to both myself and many others have really helped me wrap my head around construct. All the best with your health, hope you can get it back on track.

  • Hi, I'm interested in syncing up events with audio, but I can't seem to work out an effective way to do it.

    I've been trying to use XAudio2's "Get position" expression - setting that to a variable and then using that variable to manipulate events - but I've noticed that it ignores loops and the number grows for as long as the audio is playing, rather than reverting back to 0 when the audio loops.

    Basically, I just want to be able to check how far through a track has played and execute various actions depending on what part of the music is playing. Am I on the right track with the "Get position" expression or is there perhaps a more effective way to do this? The more accurate the better. Thanks for any help :)

  • I get a black screen with a blue square, a HUD and some music playing. I can control the blue square with the arrow keys but can't seem to do much else. Here is a screenshot of how it looks imgur.com/w214s

    I don't really know what the problem could be, but how are you loading your images in the game - are they embedded in the .exe or are you loading them from directories at runtime? If it's the latter maybe check your paths.

  • Thanks for your reply, I have all textures loading per layout which is why it was a bit baffling to find such a difference in vram consumption. I'm wondering if it has something to do with global objects - I noticed that I had accidentally marked some of my level pieces as global objects and in debug mode they were appearing on every layout in the same place, when running the program normally they were there as well, invisible but still solid - causing barriers.