Ashley's Recent Forum Activity

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  • newt, if it was done the runtime would have to include a table of all object's correct names, which would help reverse engineers.

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  • Playing random sounds: have you tried 'Play sound by name'? E.g. play sound:

    "player" & floor(random(5))

    will play one of player0, player1, player2, player3 or player4 randomly. No need for extra events.

    About the tag system: what would you propose instead? Previously Classic had a 'channels' system where you play a sound on say channel 5, then you could modify channel 5's parameters. However, some people found that confusing or limiting as well since you can only play one sound on one channel so there's no grouping. With the tag system if you play all gunfire sounds with the tag "gun", you can manipulate all the currently playing gun sounds at once using the tag "gun", whereas using the channel system it's extremely difficult to do that. So do you have any ideas what would be better than the tag system or how it could be improved?

    As for muting, which browser are you using? Different browsers have different levels of audio implementation at the moment, for example Firefox until very recently (FF11) didn't support looping. So maybe try different browsers and see if it works better. There's not much we can do about that, the browsers have audio limitations, and you'll run in to them in HTML5 regardless of what tool you're using. We've done our best to work around some of the browser limitations but unfortunately there's still some trial and error involved.

  • Looks like a bug - hopefully will be fixed in the next build.

  • This isn't supported because as part of minifying and obfuscating your project on export, object names are removed to make it even more difficult to reverse engineer a project.

    Allowing creating objects by a variable would then force C2 to include the original names of all objects, possibly making it easier to reverse engineer the project. TBH I think the best solution is a series of subevents like you've shown.

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  • Thanks for the report, you're right it's intended that this is not allowed. I've added a check to prevent it for the next build, so it should be fixed then.

  • Hmm... all behaviors should have a full set of actions and expressions to set and get all properties, and then you would just set them after creating the object. I've added to my todo list to make sure Sine behavior can have all its properties set with actions. Are there any other behaviors missing actions?

  • Looks more like a GameMaker alternative. There are alternatives to Construct as well... have you seen Game Develop?

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  • I considered this for the main engine (I remember reading the article you linked to) but decided not to include it in the main engine because it would use a lot of extra VRAM if used a lot (bad news for mobile), and I couldn't see a way to get it to work with opacity. But still, it makes for a nice plugin for those who need it despite that, so nice work :)

  • Could you share your .capx with the problem?

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Ashley

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