deadeye's Recent Forum Activity

  • Do you mean you want to load a sprite from a file? And you want to be able to update the file without editing the sprite in Construct?

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  • Ashley,

    I got some feedback from one of the the players. The sound version was crashing for him, but the no-sound version works fine. Here's his specs:

    [quote:2bdkc2ck]Ok! I'm using an HP laptop with:

    Vista Home Premium, Build 6001, 32-bit (SP1)

    Intel Core Duo T7250, ~2.0GHz

    2046MB RAM

    NVIDIA GeForce 8400M GS

    DirectX 10

    Sound card/setup seems to be Realtek Digital Output (Realtek High Definition Audio)

    It seems the crash was happening for him when the sound was being stopped (upon walking back into the house from the outside, when the front door closes). I too have had a couple crashes with the sound stopping, usually on the menu screen. When selecting the "play" option it crashes sometimes. Only rarely though, and usually if I hit the Z key right away when the menu first becomes available. At that point the volume for the ocean sound is still being adjusted.

    I think setting the volume and turning off the sound in the same tick might be what's causing this particular problem. On the screen in question I have a sprite in the center of the room. When another sprite (which follows the screen as it scrolls) overlaps the room sprite, it adjusts the background sound volume.

    <img src="http://xs434.xs.to/xs434/08492/frontroom872.png">

    The event looks like this:

    volumeController: Overlaps frontRoomVol
    

    HouseSound: Set channel 1 volume to -8 dB

    HouseSound: Set channel 2 volume to 1 dB

    HouseSound: Set channel 3 volume to 0 dB

    HouseSound: Set channel 4 volume to 0 dB

    HouseSound: Set channel 5 volume to 0 dB

    [/code:2bdkc2ck]

    When the player crosses the door boundary it turns the environmental sounds off (the wind/crickets):

    Player: Overlaps doorTriggerA
    Player: Does Not Overlaps doorTriggerB
    System: Trigger once
    

    door: Set animation to "Closed"

    doorClosed: Set collision mode to Bounding box

    HouseSound: Stop channel 1

    HouseSound: Stop channel 2

    HouseSound: Autoplay resource "doorclose.wav" (No loop)

    doorTriggerA: Destroy

    [/code:2bdkc2ck]

    So in essence it's setting the volume and turning off the sound in the same tick. I don't know if that's exactly what's causing the crash, but I can run some tests to make sure.

  • Your translated paragraph is confusing. That happens a lot with translators.

    Make smaller sentences. The translator will have an easier time translating then. Describe what you are doing in detail. One small sentence at a time.

  • That looks pretty neat

  • Nice setup, man

    Wow... other people have displays like that in your village too? I bet you can see it from space.

    There's a street in my town where everyone is required by the neighborhood organization to do this kind of thing every year. Then they charge ten bucks a head for carriage rides and give the money to some charity.

    Kind of a nice idea, but still... I wouldn't want to be told how I had to have my yard decorated

  • Also, you have no Mouse & Keyboard object in your second layout. If you check the M&K object in the first layout as "Global" then you'll be able to move your box in layout 2

    Not a bad concept for a game, by the way.

  • If you change the transition to this:

    playerbox: Is outside layout

    System: Go to layout "level1" with transition "None" lasting 0 MS

    or this:

    playerbox: Is outside layout

    System: Go to next layout with transition "None" lasting 0 MS

    then it will go to the next layout without any problems, so it seems to be an issue with the Fade transition. I've never used the Fade transition myself, I do all of my fades manually (with single-color BG Tile objects), so you might be able to do that as a work-around for now.

    Anyway, it looks like a bug, could probably use a bug report.

  • Oh hey nayon

    It's a shame you didn't finish Tower of Shoth, that game was looking really sweet. It was one of my early favorites. Anyway, welcome to the forum <img src="http://xs234.xs.to/xs234/08491/t740.gif">

  • I've been kinda wondering that too. I don't think invisible stuff does, at least you would think that it wouldn't... but then again, one of the best ways to optimize your games in MMF was to make off-screen stuff invisible. Yeah, stuff that's not even on the screen . Makes no sense at all but it actually works.

    And yeah, I know Rich just answered before I could post but dammit, I spent the time to type it out so I'm posting it

  • The left/right thing was actually made that way on purpose in response to problems with the built in behaviors, specifically in platforming where holding down both left and right at the same time produced odd looking results.

    Changing it back would be back-tracking. Though I guess, as you suggested, having the option to pick which way you want it to behave would be the best idea.

    As for professional fighting games and such... those are usually played with arcade sticks or, at the very least, gamepads, so you can't ever press both left and right at the same time anyway. There is no "right way" to do keyboard controls really, as there's no standard for it, and everyone is going to play differently. Playing on the keyboard allows for really sloppy keypresses that you wouldn't ever have to bother worrying about on sticks or pads. And special circumstances usually call for special attention, which means it's not something that only a few people would actually use, therefore it doesn't need to be put in as a general feature, yadda yadda. But every time I make that argument one of the devs comes along and says "sounds good, we'll put it in!" so what do I know?

  • Okay, got everything sorted out as far as a no-sound version goes.

    Download: Right click/save as

    Let me know if this works for you, scytos. And don't forget to comment in my compo thread

    And I hope you can get Construct running, it really is a good program.

  • Yes, dammit! Play my game or I will shove a didgeridoo up your aborigine ass and make you play the Star Spangled Banner.

    Ew, on second thought... no I won't.

    Actually, I just made a small sample myself that plays a XAudio2 object and it crashed. So there's the problem. Thanks. I guess you don't need to make me that version anymore.

    Now, how do I fix it?

    Actually I think making a no-sound version would probably be a good idea so that folks who can't get it running even with the updates and stuff can play it.

    Unfortunately, I have some sound-triggered events (is sound playing/is sound not playing) in the opening cutscene so it's messing up the order of the dialogue and stuff

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deadeye

Member since 11 Nov, 2007

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