signaljacker's Recent Forum Activity

  • Ahh yes, I understand now. I can't seem to find a way to do it either, I thought perhaps making a custom particle system that spawned particles along the width of the base might do the trick, but it yielded similar results when the base is rotated to anything other than right angles. If there was some way to offset the x and y values along the width of the emitter object as it is rotating I guess it would do the trick, but something like that is way out of my league.

  • Santhenar - ok I think I may understand now, try this one https://dl.dropboxusercontent.com/u/70305965/particle_angle_2.capx It's probably not a very elegant example, but unless I've misunderstood again it seems to do what you want.

  • https://dl.dropboxusercontent.com/u/70305965/particle_angle.capx - is this the kind of thing you wanted, or have I misunderstood?

  • Hi, I'm having some difficulty understanding what you're trying to achieve here, but it looks like the function will only run once because you have it set to on mouse click. If you wanted it to keep running you would need to set up a variable and if it was true then run the function every tick, if it was false stop the function.

  • Try this video http://gamedev.tutsplus.com/tutorials/from-scratch/build-a-canabalt-style-infinite-runner-from-scratch/ - it's done for Multimedia Fusion, but I can confirm that it translates over to Construct 2 fairly easily.

  • Hey, sorry it took a bit to get back to you. Try deleting the block of code highlighted in the screenshot below - this block constantly tries to set the volume to muted so sounds play for a split second, but then when this block is processed they are muted and this is what seems to be causing your audio issues.

    <img src="http://www.masspanicmusic.com/construct/screenshot3.jpg" border="0" />

  • 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" />

  • 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" />

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  • 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

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signaljacker

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