Burvey's Forum Posts

  • Great job man. It looks like you've solved most of the bugs. I really enjoy playing the Simpsons version, probably because it has so many bells and whistles. The ball control is very good now as well.

  • Thank you for the reply. I'll look into it further and see what I come up with. I just can't figure out why the save works perfectly in the C2 preview but doesn't work after export.

  • You're welcome. If you have any issues relating to this, feel free to get in contact with me. I've already worked through most of them myself and I would be happy to help if needed.

  • You're welcome. I'm glad you got it figured out.

  • There are literally dozens of ways to do this. You'll need to experiment and find the way that works the best for you. I've put together a capx of one way for you to hopefully get you started.

    https://www.dropbox.com/s/ox5igc3xe1bin ... State.capx

    EDIT: I just noticed that you said you wanted an effect animation to change, not the player animation. In that case, you would do it the exact same way as shown in the capx, just add the variable etc to the effect sprite rather then the players. I've updated the above capx with an example.

  • Ah, ok. I've never played the game, just saw the videos.

  • I like it. It's a fun and refreshing take on the classic puzzle type games.

  • It's actually very well done the way that he does it. If you look closely, the flashlight only shines the more dim light on objects that are shorter then the player. This is quite realistic. The light does not cross over or go through taller obstacles like the walls.

    Watch the first half of this:

  • There must be something in your code causing that to happen because it is not by design. If you can post your capx for us we can help. Otherwise you'll need to make a new project and add your items / behaviors etc and try to debug it yourself that way.

  • Yes, I do this all the time. What I do is make the value of the variable the same as the animation name, then you can make an event like this:

    On Q pressed set player var_animation to "animationname"

    (whatever trigger you like) set player animation to player.var_animation

    or

    If player var_animation="walkleft" set animation to player.var_animation

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  • Take a look at this:

    If that is close to what you're looking for then maybe you can ask tallenwebdev for some advice to get you on track.

  • I was thinking, since this is an old project I'm using WebStorage (not for the save, but for something else) rather then LocalStorage. Does the system save / load rely on LocalStorage now since WebStorage is depreciated, and if so, do I have to have the LocalStorage object added to the project for system save to work correctly? I'm stumped as to why it works perfectly in preview mode but not after export.

  • tomi71 If your audio was lagging then you were most likely playing on a device that wasn't up to specs.

    Or, there is a known browser issue where when you play positioned audio for the first time there will be a pause while the sound information loads up. You can work around this by playing the positioned audio for the first time at the start of the layout at something like -1000db. (You should do this at before the player starts the game, like on the title screen layout for example). That allows the positioned sound info to get processed by the browser at the start of the layout without the player actually hearing the sound.

  • I liked it. It's simple yet hard at the same time. Almost like friendship.

  • First add your listener object (usually the player sprite) on the start of the layout. Then add the sounds to the objects you want in the event sheet. Then click on the Audio properties menu and tweak the different settings until you get everything exactly how you want. The C2 manual will tell you what all the different settings do.