MPPlantOfficial's Recent Forum Activity

  • Once you import the wav file, so long as both an ogg and an mp4 files are both made, then all platforms are covered. Feel free to delete the wav file. Though C2 has discarded the wav file for a while now automatically... are you using an old version?

    Oh i see. Yes. I'm using a version I downloaded a long time ago when I was still looking for the right engine to learn making games.

  • Hey guys. My CAPX went from having a size of about 11MB-ish to 32 MB all because the one song I used in the game (which is roughly about 1 min 30 seconds long) when converted from MP3 to .WAV has a file size of 20+MB. Is it normal for .WAV files to have this large file sizes? This seems ridiculous.

    Can I delete the .WAV file in the music folder of the projects? Any suggestions?

  • Hey guys.

    I'm currently completing the MAIN MENU for my game.

    For the options, I simply spawn a window on top of the title screen with it's own buttons for different functions such as switching sound on and off, selecting difficulty...

    My problem is that I seemingly can't disable the other buttons currently on the screen. I tried the "disable collisions" command but whenever I touch the window at the spot where say the NEW GAME button is, the layout still switches to the actual game layout. I thought maybe the collisions are disabled only while I'm pressing the actual menu button so I tried creating a boolen for disabling and enabling collisions but it doesn't seem to work.

    Now I'm left with simply destroying all buttons upon spawning the window and then re-creating the buttons when I exit the options window.

    That said, is this more convenient Memory-Wise for four sprites to be destroyed and re-created every time I access the OPTIONS window? It's only four sprites so even if it weren't, I don't think it'll be that big of a problem. If it is, then I guess I'll keep the current setup.

    Thanks!

  • Hey guys. Late reply but thanks so much for suggesting functions.

    I've since then turned a lot of my code into functions and they work like a charm.

  • Hey guys my game is about 90 % done. Core gameplay is good, I learned how to create high scores and even have separate Webstorage variables for number of this sprite destroyed, number of times this powerup was used...

    I was reading the manual recently and only recently learned the concept of LOCAL VARIABLES. Having read only the parts I thought I needed, I wrongfully assumed that all global variables in one event sheet were "local to that event sheet." Now since my game is an endless wave destroyer type, most of my variables are used as Booleans for (is the game paused? Is my character currently 'dead'? Is the starting countdown over? ) and holders of information such as sprites destroyed for the current round. I tried to "localize" everything by creating a group and dragging every event and variable in there and when I pressed F5, the results were disastrous.

    My current sticking point is that I'm trying to create a separate layout that holds badges and medals for achievements and those have global variables as well that compare variables such as "Number_of_Powerups_Used_When_The_Game_Was_Lauched" to "PowerUps_Used_This_Round." and as you can probably tell, using the "System: Reset Global Variables" also resets the quantity in a separate layout to 0.

    I know it's my fault for not reading the manual but is there a way I could reset only my choice variables WITHOUT having to create an action for each? I think my next best option is to create a BOOLEAN that goes: "Reset_This_Event_Sheets_Variables = 1" but I don't want to have to do that if it isn't necessary.

    Thank you!!

  • You can also set the variable to that it's

    EVENT: After [Special_Attack_Animation] has finished; ACTION: Set Special_Attack_Used = 1

    Oh yeah you should consider what type of attack too. Thanks for that.

    If it's melee then it should be safe to do that ^. I'm assuming sprite is destroyed immediately and no Impulse physics is applies to the Opponent after the attack.

  • Event:

    On Space Bar Pressed

    &&

    [INVERT] Attack is colliding with [FAMILY OR ENEMIES] Action: Set [Life Local Variable] to 0.

    You can also set global variables such as:

    "Special_Attack_Used = 0"

    Event: 1. On Space Bar Pressed ; Action: Set Special_Attack_Used = 1

    2. Event: Set Special_Attack_Used = 1

    Sub-Event: 3. Attack is colliding with [FAMILY_OF_ENEMIES] Action: Destroy [FAMILY_OF_ENEMIES] ; Set Special_Attack_Used = 1

    Sub-Event: 3. [INVERT] Attack is colliding with [FAMILY_OF_ENEMIES] Action: Set [Life] to 0.

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  • BUMP guys.

  • Okay, just finished reading everything.

    From what I understand, the best option would be to create a 16:9 window which I did(portrait for my game).

    The window created already had that 'Letter Box' scaling which was highly recommended in the second tutorial.

    The window size generated though was 480 x 854 which means I still have to resize my assets with sizes 360 x 360 for you standard sprites.

    In the actual porting process will I have to create different Capx files of different resolutions?

    So if I go with the created 480 x 854, I'm going to assume images will appear fine on iPhones but will look stretched on iPads?

    What about the whole "every iOS sprites must be a multiple of 4 px " thing? It that a myth or does it simply not apply to construct 2 already doing the scaling for you?

    If it is, should the images already scaled by Construct 2 still be multiples of 4px?

    Sorry if I'm sounding amateurish because well... I am an amateur.

  • Thanks. Bookmarked.

  • Hey guys. My game is about 90% complete.

    I plan to release it on iOS as soon as possible and I have yet to get a developer license. Hell, I have yet to find a MacBook I can borrow.

    I came across this spread sheet from apple: https://developer.apple.com/library/ios ... atrix.html

    I noticed there are different dimensions for each type of iPad/iPhone.

    Does this mean my game should come in builds of different background and asset sizes?

    Built my game in a 640 x 480 window option. Does this mean I have to create builds 2048 x 2732 (with corresponding asset size) down to 768 x 1024 (with corresponding asset size)?

    I read a very long time ago before I even started creating assets that ALL iOS images should come in sizes that are multiples of 4. Does this still apply for Construct 2?

    I certainly made sure of that back when I was creating my assets but was forced to reduce them while I was building the capx to fit the current 640 x 480 window.

    Some of my sprite sizes (reduced size) in my current build are 40.1233 x 20.5678 pixels or something like that. Not EXACT multiple

  • Hey guys thanks for the replies. I found I could do it by addresing each sprites behavior. Thanks for the replies

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MPPlantOfficial

Member since 17 Feb, 2016

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