citron2010's Forum Posts

  • Hi,

    I’m trying to use Eleven Labs text-to-speech API to generate and then play MP3s.

    I request in their default format – “output_format=mp3_44100_128” using an AJAX request.

    But I’m not sure how to play it.

    I’m assuming I need to pass it to a Binary Data object first and have tried:

    • BinaryData – set from base64 (this produces no data)
    • AJAX – Set response binary -> Destination = BinaryData (also produces no data)
    • BinaryData – set from text (this does produce data)

    (If I download this via Browser – Invoke Download for string = BinaryData.GetAllText, MIME type = “audio/mpeg), it downloads something, but it won’t play)

    I’ve then tried:

    • Audio – Add remote URL = BinaryData (type = audio/mpeg) and added a tag
    • Audio – play tag

    But this returns:

    Failed to load audio 'blob:https://preview.construct.net/<some UID>': EncodingError: Unable to decode audio data

    Any ideas? I don’t really want to use JavaScript but importantly, I need to be able to use C3’s effects – specifically the audio analyser so I can animate a sprite based on the audio’s level.

  • I'm doing something very similar and agree with dop2000 that having slightly higher gravity would look better.

    But the other thing I did was move the image point that I'm applying the force too so that it's off centre, so when the force is applied, the parts rotate more.

  • It's hard to diagnose from just those screenshots, but one way to troubleshoot would be to write the animation's name, frame & position to an on-screen text box every tick. Then record the issue and play it back in slow motion to see exactly what's happening. Or you could use the debugger to step through the animation and view those parameters in the inspector.

  • Do you have details of this bug? Sounds rather worrying!

  • On a similar note, is there any way to change the column widths (i.e. the event or actions columns)?

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  • Don't see why the physics behaviour couldn't be used for this - but you would need to experiment with the gravity and falling objects' elasticity and possibly their density, friction, & linear/angular damping.

  • You can't do this using "On key pressed" but you can using "Is key down".

  • See the "Using BBCode" section in the manual:

    construct.net/en/make-games/manuals/construct-3/plugin-reference/text

    There's also a linked example project.

  • pick all fam_paws appears to be redundant. I guess you've tried without that?

  • This has been discussed before - hope it helps:

    construct.net/en/forum/construct-3/how-do-i-8/force-mobileiap-landscape-mode-182185

  • When your project starts, hiscore is zero and you overwrite what's in local storage with that before you've tried loading the value that was previously stored.

    Notice in the YouTube video that the condition for event 2 is "Score > BestScore" whereas yours is "On start of layout"

  • Your project has some important differences from that YouTube one. I've explained above your problem as best I can but without understanding what you're trying to achieve having two layouts using the same event sheet, I can't really help any more.

  • Event 6 overwrites the value in local storage with bestscore (which is zero) before it's had chance to load the stored value back from local storage. You can track the values of your variables AND what's in local storage using the debugger.

    Perhaps you don't want to be using the same event sheet for both layouts?

  • NWjs is getting deprecated. Any ideas how to achieve this with the windows webview2 exporter?

    A potential approach discussed here: construct.net/en/forum/construct-3/how-do-i-8/export-transparent-window-185391

  • How safe is this method?

    I found an export bug that I figured out first appeared in v425 beta. I’ve reported it, but not sure when/if it’ll be fixed.

    Fortunately, I don’t use betas, so I have a good project from just a few days ago made in 424.2.

    Since then, I’ve made quite a few changes but have saved the project file as a new version 11 times.

    I’ve used the above method using my very latest save (using 432.2) by changing savedWithRelease from 43202 to 42402

    Everything, including the export, appears to work when using the v424.2 editor but I’m afraid something might break further down the line!

    If there is any risk with this method, then instead, I’ll need to run a diff on those 11 versions and manually make the changes – not out of the question, but still several hours’ work.

    Either way, I’ll then stick with 424.2 at least until either the bug's fixed or I’ve published a new version of my game.