Laurent's Forum Posts

  • take a look here

  • Problem Description

    Game not opening on iPad. works well on computer

    Attach a Capx

    Capx is unchanged "multiplayer chat" from examples provided with Construct

    Description of Capx

    Multiplayer chat

    No third party used in this capx

    Steps to Reproduce Bug

    • Step 1 : open capx
    • Step 2 : send to device through LAN
    • Step 3 : black screen and prompt (see after)

    Observed Result

    Game not working. Black screen

    Expected Result

    ____ What do you expect to happen? ____

    Affected Browsers

    • Chrome: (NO)
    • FireFox: (NO)
    • Safari iPad : (YES-game not working)

    Construct 2 Version ID

    ____ Exact version ID of Construct 2 you're using ____

    R240

    Prompt message :

    JavaScript error, syntax error

    Unexpected use of reserved 'let' word in strict mod

    This may be a bug in Construct or a third party plugin

    Note

  • That's pretty nice !

    How do you scroll content when bottom line is reached ?

    And what are the Commands and Shell arrays for ?

  • Laurent

    You already made it.

    "every tick" or "every 0.5 seconds" are all fine, it depends how accuracy you want. sure it has trade off between accuracy and performance cost.

    Thanks

    I've got the logic but I didn't manage to turn it into Construct syntax. That's all the point

    So any help would be appreciated !

  • Laurent

    Comparing current data each tick to test the hours or minutes.

    rexrainbow

    Yes, that's what I've been doing so far but I was thinking about automatizing the process through a function like :

    • Every tick
    • For T = 1 to 24
    • If Current Hour = T and Current Minute = 0 then Play once sound T+"h"
    • Next T

    Where sound files are in the form of "1h", "2h", etc

    Any idea about how to do that ?

    PS : wouldn't "every tick" check for that be too much processor consuming ?

  • I ,

    I was very pleased to discover this plugin !

    The game I'm working on is based real time and there a clock supposed to ring the hours.

    I was planning to make 24 conditions check for every hour and realised that 1o'clock Am and PM have the same number of bell ring. I was wondering if you have an idea about how to make a simple function that will allow me to avoid making 24 condition check.

    My bell ring sound files have a name in the form of "1h", "2h" and so on where the numer matches the hour and the number of bell ring.

    Any piece of advice would be great !

    Thanks in advance

  • Let's say central point of emitter is full volume, volume then decreasing from center to blue edge where it is mute. Circle will thus be the volume range from full volume (center) to minimum volume (edge). Outside the circle, sound is not heard anymore. As for the listener, sound outside the circle are not heard and "listening power" decreases from center to edge of blue circle.

  • Thanks Ashley, it does, indeed !

    Should be great to visualise it for each sound source on the editor.

    What happens if inner angle is 0 and outer angle is 360 ?

    And what about being able to visualise spatial sounds this way ? :

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  • Hi Ashley,

    I've been playing with the positioned sounds system. Everything works fine except I don't really understand the "Inner angle"/"Outer angle" parameters in the "Play at object" window. I've spotted topics about that but it doesn't make things clearer. Any way to show us a graphic representations of the whereabouts ?

    As for the positioning system, I have a request : I wonder if it would be possible to implement a visual guide for this, for exemple showing graphically on the layout the area covered by the sound in the shape of a circle around its source.

    Current project is sound positioning intensive and it's very hard to visualise the influence zone of each source.

    Thanks !

    Laurent

  • Dear all,

    Thanks to everybody for your help. Problem is solved. My code was actually working. I just forgot to replace "Mouse" coordinates by "Touch" coordinates. Everythingis fine now.

  • It seems like it on registers the on touched trigger while playing it on a phone and ignores the Is in touch event.

    Edit:

    Nope, the problem was that you used Mouse.X and Mouse.Y in your expression. And since touch devices like phones don't have mouses it couldn't get it's coordinates. Replacing those with Touch.X and Touch.Y solves the problem. Here's a fixed version: https://dl.dropboxusercontent.com/u/166 ... wPath.capx

    glerikud

    Thanks you so much !! ou're the best ! I was so obsessed by the touch action that I completly forgot to check the rest of the code.

  • Hi,

    In the enclosed .capx, everything works perfectly well on PC (draw path, click red dot to make it follow path) but it fails to work on touch device. But the code is the same

    Is there any explanation to that ?

    https://www.dropbox.com/s/cy7meg88k77ea ... .capx?dl=0

    Thanks for your help

  • Thanks 99Instances2Go ! Your proposition is very interesting too ! I'll try to implement "start blob movement when blob is taped" and possibility to delete trajectory if user is not pleased with it.

  • zenox98 I agree with you, Thanks ! But... my frame only states Edit, Report, Quote, no cross on this very post

    you're right ! I didn't do things well but now it works ! Thanks so much for your help ! I'll try to implement red dot appearing when line is drawned and impossibility to trace a second path.

  • Hi

    Thanks for the compliment by I have been helped and used my basic skills to adapt this help to my needs.

    Your last submission is interesting for its new approach but still does't work on touch device. It's very strange how touch/mouse react differently from computer to touch screen. Any idea about that Ashley ?

    BTW, there are 2 points I implemented on my last attempt :

    • red dot appears once path has been drawn
    • once a path has been drawn, it's impossible to draw another one until the one on screen is deleted or completely achieved by the moving dot