Nitro187's Recent Forum Activity

  • What I do is create a condition on LoadComplete > Got To Layout

    In my case the layout I go to is the level select layout.

    I tried that; however in my experience, it never launches the condition "LoadComplete"... it just goes right to the layout that the Load State called.

  • I tried a few different ways, but my saved game keeps bringing me to the layout, where I don't want to be... is there a way to force, after the game has loaded from it's saved state, to go to a specific layout, without the one that was saved to load?

    I have a players name, that after they enter it on the character customize screen, that it saves it... but when the game starts, it loads any saved name. Problem with this is, that it goes to the character customize screen instead of the Title.

    I'm sure this is an easy one... I really have to stop staying up so late.

  • This happens way too often.... if it wasn't for the auto-save, I would have lost hundreds of hours worth of work over the last three weeks. Here is what happens with the screen: http://i.imgur.com/Z0tPSa2.png

    This happens at least once an hour... sometimes once every hour and a half... and the only way to fix it, is to close Construct, restore my auto-save, and continue working... to which it works great fora bout another 90 minutes, then it does this again. (of course it does it 17 or 18 mins into the auto-save cycle.... to which I changed my cycle to every 15 mins to combat this... and now this happens it seems every 13-14 minutes... ugh(%#)

    Is there anything I can do to resolve this? I have 16GB of ram... and I've tested it for bad memory, to which it passed with flying colors. This seems to have all started with the r160 release... but can't be 100% sure. Any ideas as to what I can do to help you diagnose?

    Ninja edit: I just changed it to every 10 mins now... blah.

  • Please note that if you login on another device/browser, it will log you out on the other device now. This is a feature of the new forum unfortunately and it's unlikely that can be changed.

    Oh for the love of.... I wish this would change. I am constantly looking at this site from 3 different computers (my test, my dev, and my work pc's) and having to re-login every time is a pain. Judging by your post, this will always be the case in the future.... what a shame. It shouldn't be hard to implement a "Only be logged into one machine at a time" option to each persons account, to which they can disable if they choose...

  • lol, no worries.

  • Been doing this for me for a while too.... same steps to reproduce.

  • You could do it in one event with clamp ;

    8 direction is moving : Set position to x: clamp(sprite.X,0,854) y :clamp(sprite.Y,-480,480);

    This assumes that the layout width is 854, and height is 480 & would bound the player to layout except the top. Allowing the player to leave the layout up to 480 px upwards.

    Edit : Don't forget to account for the sprite width and height ;

    x : clamp(sprite.X,0+sprite.Width/2,854-sprite.width/2)

    y : clamp(sprite.Y,-480+sprite.Width/2,480-sprite.width/2)

    Worked beautifully; thanks!

  • Is there a way to 'bound to layout' except for say, the top, or left side, etc?

    The only way I can think of, would require a lot of events... I'm trying to minimize by using "Bound to layout" but don't want them bound to the top of the screen... but for testing purposes, this can be any side.

    Thanks!

  • Yes, What i do is I go in upload the new sound. Change all the triggers that has the old to the new then remove the old.

    Problem is, my game has over 4,000 events... going through each event to see which one has my specific audio file that I changed would take hours.

  • Kind of annoyed how this isn't easier to do... but maybe I'm missing something:

    I am trying to change audio files for a number of sound effects I have... however, everytime I delete the file in the project browser, it deletes ALL of my events and actions that I have with that specific sound effect. In order to combat this, I've tried replacing the actual sound files, rather than within construct... yet for some reason, Construct has those sound files loaded into memory, so they don't 'update' unless you restart Construct.

    Is there a simpler way to replace sound effects, without having to re enter all of your events and actions? You'd figure right click - replace file would be an option...

    I guess I could always change all of my events\actions to "Play (by name)" rather than by object... but I've already made my game... to go through the entire thing and change this, would still be a lot of work.

    Any ideas?

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  • Shaders won't work if the platform does not support webGL... so you may want to see if the Wii-U even supports it first...

    I'm not using any shaders. That's not what's causing the slow downs... loading is.

  • Nitro187 lennaert the alerts should now be working

    Thanks man! Works great!

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Nitro187

Member since 26 Jan, 2014

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