EpicRaid's Forum Posts

  • Hey,

    Yeah I already compared them. I used Goldwave to export from .wav to .m4a. The .m4a sound effects sound exactly the same as when converted by C2. So it's no difference.

    I find this issue really puzzling. It's almost as if.. I don't know.. these specific effects are 'out of range' when converted to .m4a and played on iPhone.

  • Hiya,

    Thank you for the explanation.

    How do I watch functions though to see if they are called? I see the Function object in the left list in Debug mode but no functions themselves.

    OK, so is this correct nesting of the "SetTimeText" function to run regardless?

    As for the log, this is what is displayed for the ViewPorts: Left -798.8417618271 Right 1338.8417618271 Bottom 960 Top 0

    Funny thing is the Top and Bottom viewport are 960 and 0. While the Left and Right differ, when I resize the browser window for example.

    Thanks.

  • Thanks for your reply.

    I put the function Call "SetTimeText" below the four viewport conditions so it wil run regardless, but it's still ignored. I want to try your debug suggestion but I don't understand what you mean by all that.

    How do I do that debug output to an event?

  • OK so apparently some particular audio effects aren't heard on iPhone's because the sounds are distorted. On Android these audio effects work perfectly. I suspect it has to do with the converted to .m4a files by Construct 2.

    Is it possible C2 is the cause? When I play the .m4a files from the exported project on a desktop PC they also sound distorted, slightly less than on the iPhones.

    Anyone got any ideas?

  • Hello,

    I'm trying to replicate a 'Bound to viewport' behavior. Shame C2 doesn't have it by the way.

    So I've got this code:

    But the only thing that is happening is that the Clock and TimeText are created at the LastTouch coordinates. The rest is completely ignored! Weird things happen as well, like the angle of motion being ignored.

    Does anyone know what I am doing wrong here and how I can fix it?

    Thanks!

  • I used "n" and it works perfectly. Just needed that simple loop. Thank so much!

  • Thanks! What does 'n' do/mean though?

  • I couldn't find anything about this. I tried comma separated numbers but it doesn't accept it.

    Thanks.

  • Hello,

    When testing my game on desktop/Chrome, the audio works fine.

    But when testing on my iPhone 5 SE, using Safari or Chrome, the music runs fine, but the audio effects are distorted and very low in volume. While on desktop it has normal volume and sounds just fine.

    I've tried all kinds of things, but I'm unsure what is causing the problem.

    My iPhone runs other audio effects from other games just fine. I was wondering if bitrate could be the problem. The sound effects have a bitrate of 1411 KBPS and are less than a second long.

    I've no clue where to look for anymore.

    I tried playing the sound effect on trigger once, or on touch end.

    Thanks.

  • Thanks. That's good to know. I will use floor from now on or choose, those seem to be the most easy to remember.

  • Yes, I meant when the red sprites were overlapping.

    OK, so I just used many layers and some global variables to call them on seperate layers. That works. Setting each layer to force own texture.

    I couldn't find that specific masking effect on that topic though.

    Thanks for your help!

  • That formula for RND is wrong. Values 2,3,4 will appear more often than 1 and 5.

    Why is that? I also use this type of 'odds' technique now and then.

  • Hey, that's great news!

    Saved that .capx from R0J0hound for future reference ;)

  • Hiya,

    Ah yes, I understand exactly what you mean. I can't come up with anything for that at this moment though. I myself am still a learning programmer, so I don't have any ready solution like that expression.

    The calculation of the distance seems like the starting point. It's just that when the X and Y are both taken into account, the problems start.

    But perhaps you could reference someone, for example I know dop2000 is a helpful and capable programmer. Or alternatively, wait for someone else to reply.

    I'll try to get back to you if I can think of something, but I'll also be busy trying to figure out some stuff for my own games :P

    Sorry I can't be of help.

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  • Hey, thanks!

    That works great. I did notice however that when the sprites are overlapping eachother, the shadow is visible on the other sprite. And thus not cut off in that case.

    Is there a solution for this?

    Also, this might not be entirely related, but I also wanted to prevent overlapping when the sprites are created. Basically the sprites are randomly created from four sides (left right top bottom), sometimes they spawn in almost the same place, there are three sprites spawned each time from a side.

    I'm thinking using some sort of 'solid' or physics technique, but I think this will have unwanted effects. They're just simple bullets that always move exactly towards the center of the screen (as they're supposed to).

    Thanks again.