bailopinto's Forum Posts

  • 10 posts
  • Seems like the bug has been solved in 15.2.1, anyone can confirm also?

    I have spent two days trying to find the reason why the audio sounded bad in HTML 5 Safari, I thought I had too many objects or whatever. In the end it was that I had an audio positioning behavior on an object that was moving... my god.

    I had to remove it for the time being and continue with the development so it doesn't slow me down anymore.

    I tried with a project of a user who had something similar on Github , and in iOS 14.7.1 is a horror, cracks everywhere. On another device I have 15.2.1 and although it is not as exaggerated as in 14, there are still cracks and pops that accumulate over time, even with such a small project.

    In case anyone wants to open it, I link it: github.com/Scirra/Construct-3-bugs/files/4045593/MasterAudio.zip

    (I have also tested it by removing the FPS limitation).

    EDIT: And with Framerate mode -> V-synced

  • Maybe I don't understand it but I can hear the sound always, no matter how far away I am from the speaker. Is there a right combination of values that I can achieve that? Or I have to make it manually with distance() or so?

    Thanks! (and sorry for my english :D)

  • Use an anglelerp() expression instead of just lerp().

    Works perfect! I didn't know the existence of that function :D

  • I use lerp() in several parts of the code, but I can't use it in a proper way to make a layer rotation.

    I want to turn de layer 5º to one side, and past one or two seconds, turn to the other side, -5º,...5...-5...

    When lerp makes the transition from 5º to º0, no problem, but from -5º it seems that turns from 355 to 0 instead -5,-4,-3,-2,-1 and 0.

    I try with 355 instead of -5, but I get the same result... the layer spining all around.

    - LayerAngle=-5

    - lerp(LayerAngle("test"),0,0.1)

    Thanks!

  • Ok! I understand it, thank you ;)

  • Is that an option or property? I can't find it

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  • I dont' see why overlapping the lower half with an image and have the camera offset so it looks centered on the player in the top/visible area wouldn't work?

    Another thing that I saw today. I have de camera offset from the main character 64 px apart and apears in the center of the screen zone. The problem is when I want to use "set layout scale" to zoom in and out, everytime the center changes and I have to recalculate for every posible level of zoom... :D

  • I leave the sprite covering half of the screen for the moment ;) I thought there would be a more direct solution.

  • I dont' see why overlapping the lower half with an image and have the camera offset so it looks centered on the player in the top/visible area wouldn't work?

    For example, I have the Bulge effect in the game, and that effect don't have a custom center(x,y), so the effect is in the center of te viewport, not the top half of the screen.

  • I mean, like a Game Boy, the screen is on the top and de controls on the bottom. I want to make a game for mobile and I don't want controls overlaping the game.

    It's possible to run the game in one half of the screen only?

    I learn about split screen and Canvas plugin, but has to be a simplest option to do this.

    I put a black sprite covering half of the screen, but it's seems a very cheapy solution, the game is runing below too.

    Thanks!

  • 10 posts