BigFrank's Recent Forum Activity

  • Hi guys,

    I have a plane that needs to play a sound after it has travelled 320 px. I have done this in two ways and both times it doesn't give the required result and I don't know what I'm doing wrong:

    When I do A it plays the sound but it seems to play continuously, not looping, but multiple instances of it playing, I guess as the plane progresses every pixel the sound plays. Logical but not what was wanted.

    When I do B the sound doesn't play, period. Whereas with code A it sounds like a Russian army choir trying to shout over each other, using code B it's the sound of silence.

    So, what am I doing wrong?

  • You could create an animation of the blade coming down and returning which runs at a global or object variable-controlled speed.

  • Download Audacity

  • Many thanks, people, for your replies. It was all very helpful. Finally, the best advice was

    Also, make a backup.

    I backup with auto-save, with timed backups and randomly whilst working every few minutes, and every night I do a differential backup to external media. Better to have terabytes of untouched data than a preventable crisis. I've learned the hard way that nothing prevents cardiac arrest better than having a current backup!

  • Does the Droid Turbo only support one kind of font? and if it supports more than one, which Construct 2 fonts will mobile phones support? It's really disappointing that the Droid Turbo, if that is the case, does not support a variety of fonts. Construct 2 offers a variety of fonts that can be used in projects.

    To be clear, Construct 2 does not offer any fonts. The fonts available to you in Construct 2 are those it has found installed on your computer. Different operating systems (Windows, Mac, iOS, Android etc.) offer different fonts. Even two Windows 7 PCs will not have all the same fonts, although they all start off with the same basic font set, but not the same basic ones as on a Mac or a Windows 10 PC.

    When you use a font, for example, Tekton Pro, in a game that is then displayed on my PC, my PC goes to look up if it has that font installed. If it doesn't, it looks at a font substitution file that says "if Tekton Pro isn't found, use an alternative that is in the same family of fonts" (decorative, serif, extra bold, whatever). What your phone is doing, because it doesn't use Windows fonts, is substituting your Arial with its own installed font substitute (which may look identical to Windows' Arial but will probably be something different). Your phone is telling you that all of the different fonts you have tried in the game you have designed are in the same font family as its built-in "Arial substitute" and so it uses that.

    The above is, in general, why you shouldn't ever use anything other than web safe fonts in HTML5 games and if you're going to upload them to iOS or Android you should stick to the very plainest Arial-type fonts (which can still prove hazardous depending on the character set you use) or, as already advised, use Sprite fonts which have a bigger payload but over which you have complete control.

  • Is it that you have multiple instances of the text "Points" being created on each successive layout? That would display as text being fatter or bolder.

  • OK, I'll try that now, thanks!

    Edit: done that and it works a treat! Thank you!!

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  • Thanks for the Screenfly tip - that's dead useful

  • In the comments section of this tut Kyatric posted a really simple "switch to layout" capx using an instance variable which works a treat.

    As you can see, you set a static variable "PageToGo" per instance as follows:

    Simple, easy to understand and effective. Great for simple page-turning buttons

    What I want to achieve is a little more complicated, that is, to have a single Layout which serves as a bridge been any two layouts. When a layout has been completed it automatically moves on to the "bridge" layout which stops until you press "go to next level".

    So... on this "bridge Layout", how do I set "PageToGo" as a dynamic variable based on the last layout completed? I know it must be possible, but it's the syntax that escapes me. As I understand it:

    • the instance variable shown in the clip above doesn't accept expressions
    • I can't use "Go to next/previous layout" because that will always be the layout after/before the "bridge" layout

    Many thanks in advance for your help!

  • That's very useful, thank you

    But... you can CLONE an object but you can only DUPLICATE a layout? How then would you use one layout as a template for a new one? Or have I once again missed the point?

    Many thanks in advance

  • Right now I have to go in and manually replace every instance of an object I have placed, which gets difficult depending on how many are placed and how many layouts the object is present in.

    This is kind of crazy, because I'm facing exactly the opposite problem. I want to change an object in one layout but because it was created when the layout was copied from an earlier layout, changing this object (in this case a background image) changes it in the original layout as well, so ruining the original layout!!

    How can I prevent this unwanted behaviour. Is there something I should tick/untick in a preferences dialog that I have missed?

  • OK, a bit of a dramatic post title but here's the thing. I have completed layout 1(called Level1) and duplicated it to use as a template for layout 2 (called level 2). The Objects box clearly states "All 'level 2' objects" but when I edit an image in the Objects box for level 2 it also edits the corresponding image in level 1. Worse, if you delete an object in the level 2 Objects window, it deletes the original in level 1. So, can somebody tell me how I can duplicate a layout and edit the objects in there so that they ONLY change in the layout I am editing them in?

    Because if I have to add a whole bunch of new objects and cannot remove any of the existing ones that they are designed to replace, what is the point of duplicating a layout? You're only creating an ever-increasing list of objects that have no value in the current layout but that you can't remove. How do you remove the symbolic link to the original object in layout 1?

    Any guidance gratefully appreciated...

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BigFrank

Member since 10 Feb, 2016

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