EpicRaid's Forum Posts

  • Hi AllanR, thanks for your elaborate response! Did you mean as such:

    Unfortunately, the TimeText and Clock are still displayed outside the screen, or half outside, depending on where the touch ends. I'm basically trying to achieve a 'Bound to viewport' behavior.

    So, it will always display the Clock and TimeText inside the viewport.

    I added the 'Wait 0 seconds' action just before "SetTimeText" function call.

    By using the latter action do you mean I can 'take along' the pickeing to any new function?

    I still don't understand why it didn't work at first, I mean, I thought C2 runs the entire event sheet top down every tick(?), and that the function "TimeScore" first does the 'top' actions, and then moves on to the 'sub' events, also from top down, then when the whole function event 'TimeScore' is finished it will move on to the next 'top' event line.

    Thanks again, you're of great help.

  • OK thanks. I did mean that I don't know how to log a function.

    If I write:

    & SetTimeText

    C2 will tell me that it's not an expression.

  • 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.

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  • 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 ;)