Rable's Recent Forum Activity

  • Hi everyone,

    I have big troubles playing music on a desktop Mac using Safari. I tested my game on two different hardwares and the result is the same: No music is actually playing.

    I am fully aware of the iPad/iPhone limitation that music only starts playing when a touch occurs, and the game is designed to take that into account. However, the problems mainly happen on desktop. (It also happen sometimes on iPad, but most of the time the music plays correctly)

    I could resolve the problem by placing the music in the sound folder, but as you know the download would much heavier, so I would like to avoid that if possible.

    When playing the game on Chrome on a Mac desktop, the music plays correctly.

    Any idea/solution for this problem?

    If you want to test it for yourself : http://test.smurf.com/snowballs54/

    (the menu music is actually placed in the sound folder, so it will play even on Safari)

    Thanks !

  • Thanks everyone for your answers, and sorry if I've been unclear.

    Here are some additional explanation about what I'm trying to achieve:

    I have an object whose size is 100x100 pixels.

    If I add a sine/size behavior with 20 magnitude, it's size will oscillate between 80 and 120 pixels (if I'm correct)

    I want it to oscillate between 20 and 60 pixels.

    Is there a way to achieve this using the sine behavior?

    MPPlantOfficial

    I've been able to make it work with your solution! It's a bit complex to set up, though... ^^'

    I think it's possible to give both sine behavior to the same object or use math to set size of object every tick to the value of the (value) sine behavior, so we use only one sine.

  • Hey everyone,

    Is there a way to allow a sine behavior with SIZE movement to oscillate the object's size between, say, 20% to 60%?

    In other terms, if I apply the behavior on an object of 100x100 pixels with magnitude to 40, I will always get a sine movement between 80 and 120% of the objects' standard size. I would like to make its size vary from 20 to 60 pixels without changing the size of my base object (which should remain 100x100 pixels).

    Possible?

    Thanks for your help !

  • mrtumbles

    Thanks for the kind words! Yes it's my art. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> You can see more here if you want : http://store.steampowered.com/app/598490/

    I tried fontsquirrel and it seems to work just fine ! Thanks again !

  • Arima

    Did you manage to get what's in that tutorial to work in order to have the webfont in a game exported with NW.js, when the computer doesn't have internet access? It doesn't seem to work for me.

    If you need more details, I started a thread here. Seems like it's possible with a external tool though.

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  • Thanks a lot, as it seems impossible to do the trick with C2, I'll use that tool.

  • Hi everyone,

    I referred to this tutorial to allow my game to be able to use a web font without internet access. For some reason it's not working with NW.js

    My code couldn't be simpler:

    To create diplomatacss.css , I simply went to this page and saved the page, then imported the css file into my project Files folder. Diplomata is a google font.

    The font is obviously not installed on my computer. When deactivating the internet connection and previewing the file or exporting via NW.js, the webfont isn't used.

    What am I doing wrong? :-/

    If my calculations are correct, the announcement should happen within the next round(random(30500)) seconds.

  • Hi, thanks for the recent updates.

    I have a problem with my SCML object disappearing as soon as it gets outside of layout (during a layout zoom-in). To be more clear, it's the small scml box object which gets out of layout bounds, but my whole (much bigger) object which disappears, so it is very visible.

    Is there any solution to this?

    Thanks a lot!

  • Maybe you could try this ?

    On animation combo1 finished >> play animation attack1

    I'm afraid the attack1 animation will play even if the button A isn't pressed again.

  • I wouldn't personally use a wait action at event 15. I learned the hard way that in this circumstance, a timer is generally superior.

    Place a timer behavior on your player object.

    replace the condition at event 15 by "Attack1count = 0" (instead of <= 1)

    replace "add 1 to attackcount" by "set attackcount to 1"

    replace the wait action by "start timer for 0.25 seconds"

    delete subtract 1 from attackcount

    add event :

    Player object, On timer --> set Attack1Count to 0

    event 17:

    add condition : Keyboard > on A pressed

    add action : set Attackcount to 2

    Depending if you want to allow the player to spam attack1 after combo1, you may want to add "start timer for 0.25 seconds" (or a different value) at event 17, so that attack 1 couldn't be launched before 0.25 second.

    I don't know if it's clear, I didn't tried it in the editor and I'm not 100% sure that I understand what you want to achieve, but hopefully it'll help.

  • For some reason I can't see the end of your previous comment.

    Anyway, I made a capx for you in case you need it :

    https://www.dropbox.com/sh/5jrefml0l78w ... mqTGa?dl=0

    Just press spacebar to use the recall.

    Here is the image :

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Rable

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