Jase00's Recent Forum Activity

  • Hmm, I found that running my game in Firefox rather than Chrome works, and the sounds + music play fine, but at the start of the game where the music is played, this error pops up...

    Javascript error! TypeError: context.createMediaElementSource is not a function localhost/Audio_plugin.js, line 1077 (col undefined) This is either a bug in Construct 2 or a problem in a third party plugin or behavior - please report it to the developer!

    <img src="https://dl.dropboxusercontent.com/u/7765312/AudioErrorFirefox.png" border="0" />

    Ashley , I can't seem to recreate this in a new capx. I made a new project and added the exact same Music I'm using and played it in the same way, but no error message. I'll proceed to skin down my project and see what it might be, but before I go forth with that, does this error message help at all in knowing what to do?

  • Hey thanks! I'll take a look at these :)

  • Yo,

    So I have decided to implement Music into my game. Horrah!

    Except, I am running into a problem.

    When the music is playing (Using a simple "Play" command at start of frame), it prevents other sound from playing, It'd only load like, 1 sound effect (since elsewhere, there is a sound playing at start of layout) but the rest don't end up loading D:

    I messed around with preloading but didn't really get any different results.

    Anyone had similar experiences?

  • I'm doing a medium scale and large scale game using C2 too. Arima raises a lot of great points. C2 doesn't limit you, you have the ability to ask and make plugins if there currently isn't a feature, so it's just as good as anything if you want to make a 2D game, be it a massive game or not. Even so, don't limit yourself with the tool you use, even if C2 WAS low on features, you could still get epic results depending on how much effort you put in and knowledge you have in the logic of games.

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  • A family within a family...famception

    Why not have separate instance variables within a single family to detect if it can do certain things, like "IsArmoured", "CanTransportPeople", ect. Then you'd only have to code for 1 single family that can have many different vehicle types with unique settings.

  • Hah, I remember making that thread. I still would love this to be implemented <img src="smileys/smiley16.gif" border="0" align="middle" />

  • For those who don't know what this is, it's a bunch of software and API's that Android release for developers to allow them to emulate Android phones on their computer for testing purposes.

    But yeah, anyone ever got this to work? I can never actually get anything to run correctly, I create a Android Virtual Device (AVD), mimic the specs of a phone like the Galaxy S3, or Nexus 7, then I run it, and the emulator appears, but loads with the "Android" logo forever...

    Also, anyone ever actually use this, or could recommend another method of testing on different devices when you don't have the money? <img src="smileys/smiley36.gif" border="0" align="middle" />

    Thanks!

  • I think if you switch the order of the events around, so that the "Start of layout - Destroy ChildObj" happens before "On created - Spawn ChildObj", then it will work.

    If you had lots of ChildObjs on the layout and did a "On start of layout - Destroy ChildObj", it would pick all of them and destroy all of them, which is essentially whats going on if you spawn one in one event, then destroy without specifying which ChildObj to destroy in another event. :P

  • Perhaps it's because it's only "following" the player when the monster is outside the layout, rather than inside.

  • I'm glad I could be of help! <img src="smileys/smiley10.gif" border="0" align="middle" />

  • What I would do, is have an Instance Variable in the sprite called TimeLimit of the achievement, then...

    +Every Tick

    • Add "dt" to TimeLimit

    +Sprites' "TimeLimit" > 5

    • Destroy Sprite
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Jase00's avatar

Jase00

Member since 5 Jan, 2012

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