BluepointVance's Forum Posts

  • I actually got this working.

    The problem was, I think, that the wrap needed a few pixels of padding from the edge of the frame. Not sure why, but this (done for all 4 sides) worked:

    + System: For each Bullet1

    + System: Bullet1.X Lower than 3

    -> Bullet1: Set 'VelY' to Bullet1[Physics].VelocityY

    -> Bullet1: Set 'VelX' to Bullet1[Physics].VelocityX

    -> Bullet1: Set immovable: Yes

    -> Bullet1: Set X to 1917

    -> Bullet1: Set immovable: No

    -> Bullet1: Set velocity to (Bullet1.Value('VelX'), Bullet1.Value('VelY'))

    Thought I'd put it up here in case it's useful for anyone. The big take-away for me was that the Physics Behavior works differently depending on weather or not you have Vsync turned on. (I guess that's to be expected.)

    Thanks!

  • So--

    I have bullets with Physics Behavior in my game. (Needed for how the bullets interact with the Physics ships they hit.)

    Right now, if the player shoots a bullet and it leaves the screen it will WRAP around to the other side using the included CC "Wrap" behavior.

    This all works perfectly, until I turn on Vsync at 60 FPS.

    Then suddenly, the bullet will no longer wrap at the edges of the screen, it'll just hit the edge and keep bouncing.

    I ran into a similar problem before with the player's ship (also a Physics object.) In that instance, I was told to turn off the Wrap Behavior in Construct Classic and just "roll my own."

    Like so:

    + System: Ship2.Y Lower than -10

    -> Ship2: Set 'Ship2VelX' to Ship2[Physics].VelocityX

    -> Ship2: Set 'Ship2VelY' to Ship2[Physics].VelocityY

    -> Ship2: Set immovable: Yes

    -> Ship2: Set Y to 1205

    -> Ship2: Set immovable: No

    -> Ship2: Set velocity to (Ship2.Value('Ship2VelX'), Ship2.Value('Ship2VelY'))

    Works great, but there is only ONE ship per player. With the bullets, a player can shoot up to FIVE at any given time, all created from the same sprite...

    I tried a version of the above with a "For each Object" event. The first bullet wrapped perfectly, the others following behind it suddenly slowed to a crawl (something, I think, to do with the fact that they all share the same private variables?)

    So, I'm looking for a way to:

    A)figure out how to ID each individual instance of the bullet and

    B)store it's current Velocity in a unique private variable.

    Or, barring that, IS there another way to wrap a physics object in CC?

    Should I just forget about vsync and leave the frame rate set to "Unlimited"? (This is not a commercial game, so it might not matter in the long run.)

    Am I going about this all wrong?

    Any advice greatly appreciated...

    Thanks!

  • Got it. Looks like I'm going to be spending more time in Photoshop!

    Thanks again.

  • For the game I'm doing I wanted to try and fake a little of the "bloom" quality old vector arcade games like Asteroids, Major Havoc, etc... Like so:

    <img src="http://i232.photobucket.com/albums/ee215/JDoejoe/SpaceDuel2_zps3a44bbac.jpg" border="0" />

    So, I have a ship sprite:

    <img src="http://i232.photobucket.com/albums/ee215/JDoejoe/Ship1_zpsd84ae6be.gif" border="0" />

    And I'm wondering if I should try to "pre-bake" some bloom in with photoshop? Or perhaps add some effects to the sprite in Construct?

    I've tried to add in a few different Construct effects already (motion blur, glow) and haven't really gotten anything that great... I don't really know enough about what effects are available (and most importantly, how they work in combination) to get what I'm looking for. But I keep thinking doing it in Construct would probably give it a little more life, for lack of a better term.

    So, has anyone tried this kind of thing?

    Thanks!

  • I found a program that can do basically what I need.

    It's called Actual Window Manager and it seems to work well. Allows you to remove the window boarder for any program. Then maximize it across multiple monitors. (Gamers call this "Borderless Windowed")

    I'd love to know if Construct has any settings about window control that I'm missing -- but for now I've got a work-around.

    Here is a link:

    actualtools.com/windowmanager

    In case anyone else is interested.

    Thanks again.

  • Is it possible for construct to make a multiple monitor game..?

    It's sort of complicated to explain, but the project I'm working on requires two monitors to work. I was wondering if anyone had tried doing this kind of thing with construct. For example, one monitor has the main game and the second monitor has a map or whatever...

    I've tried extending the size of the play-field to the resolution of my two monitors, but every time the game opens, the left 3rd of the graphics are OFF SCREEN to the left... If I add a Caption/title bar, I am able to move the window more or less into the correct position... But windows 7 seems unable to remember that position, and the next time I run that game it's again re-positioned with the left 3rd of the screen off to the side. Like this:

    <img src="http://i232.photobucket.com/albums/ee215/JDoejoe/Multimonitor_zpse96b3047.jpg" border="0" />

    I'd also like to lose the title bar altogether, and just run it more or less full screen. If I try to set the layout to the resolution for both my destops and check on the FULLSCREEN setting in construct, I just get the RUNTIME ERROR "display resolution required by this application is not supported."

    I've even tried using my graphics card's built in HyrdaVision settings to no avail. Any suggestions for how to do this? This might not be a construct specific problem, but perhaps there's a clever solution to be had inside construct?

    The hope is to have the game position correctly across the two monitors on start-up automatically... And also get rid of the title-bar.

    Thanks!

  • Glad to hear! And here's an image of what I mean to instantly move a physics object as of R1.2 and up:

    <img src="https://dl.dropbox.com/u/4714446/ExamplePortalMove.png" border="0" />

    That did it... Project now working in R2! Thanks a million again!!

  • Okay... So this is interesting.

    For each of the ships in my project, I have added phycics behavoir. So if I select one of my ships in the layout editor, under the properties tab there is a PHYSICS section under the BEHAVIORS menu.

    If I load in my working Construct 99.96 project into Construct R2, all the values in this PHYSICS menu are the same. The MASS value I have for my ship is set to 1.4.

    But, as I stated before, the ship moves too fast under Construct R2.

    But, it turns out, if I go in an RETYPE the mass value at 1.4 -- I don't even have to change the number, just type it in again -- the ship suddenly flies at the correct speed.

    So, clearly something about the 99.96 file format is being read incorrectly by R2.

    Now, I still have another problem. I have a simple Edge Wrap event in my project. The idea is if a ship flies off one edge of the screen, it appears on the opposite side (exactly like the game Asteroids.)

    There was the WRAP BEHAVIOR back when I was using 99.96 but it didn't work for me because of (I think) the shape of my ships... if you approached an edge slowly, the ship got CAUGHT there -- jerking a little back and fourth but never able to wrap to the other side.

    Well, that problem is back with R2... Here is my wrap Event sheet:

    <img src="http://i232.photobucket.com/albums/ee215/JDoejoe/Wrap_zpsb70ec6f4.jpg" border="0" />

    Works great in Construct 99.96 but not in R2...

    Does this fall under the "Teleport won't work with physics since r1.2" you were talking about jayjay? I'm assuming the WARP BEHAVIOR will also not work with a physics object? Does anyone have code for a PHYSICS WRAP/TELEPORT laying around that I can look at?

    Thanks!

  • Yes, for "teleporting" objects you'll need to do that in events sorry for the confusion!

    Right! Got it! So far, no teleport in the game. But I was thinking of adding it so that helps.

    Thanks again, you the man!

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  • it should work the same after you lower your values down.

    I was guessing it might be something like this... Any idea about how much these need to be lowered? I guess I can just play around with the numbers a little.

    To move a physics object now as of R1.2 you can store the old X and Y velocity, disable the physics behavior, move the object, then re-enable it and set the X and Y velocity to the previous value.

    This part kind of lost me... Did you mean I have to do this in the event sheet? Just lowering the values will not fix my problem?

    Could you elaborate a little? I'm really rusty on all this stuff!

    Thanks!

  • So,

    I'm returning to construct after a lengthy absence... My project was originally developed on Construct 0.99.96. It still seems to be working on THAT version of the program quite well.

    But I was hoping to update to R2. Unfortunately, when I try to load my game into R2 (after adding back in the "orbiter" plug-in from my old plugin folder) the game suddenly starts to behave rather strangely.

    It's a Space War/Asteroids type game... And in R2 the player ships (which use box physics) move at about 50 times normal speed, turning and flying insanely fast... They also randomly get stuck whenever they're supposed to be wrapping from one side of the screen to the other (I created a simple wrapping event of my own in 0.99.96), and they shoot bullets (which also use physics) that some times move at lighting speed and sometimes don't move at all.

    Thinking maybe this was just something that was changed in R2, I tried the project out on Construct Classic 1.2 as well with the exact same results.

    So, I have to assume were there changes to the box physics behavior from 0.99.96 to 1.2/R2? If that is the case, is there anywhere these changes are documented so I can made adjustments to my project? If there were no changes, does anyone have any ideas what might be causing these speed up effects when using R2?

    Any help greatly appreciated! Thanks!

  • For a looped car engine sound have a look at Verve!. It also uses XAudio2 a lot (including fades)

    The click problem is a combination of the kind of your sound, Construct's builtin limiter and the poor quality of the D/As of standard soundcards. With a limiter all sound output is flattened towards maximum loudness. If there are sharp (and very low) frequencies in a sound, it will produce such clicks and the limiter makes them sound even louder. The best you can do is to use loud low frequencies as little as possible and to adjust the channels volume until the clicks disappear (just reducing the volume without changing the spectrum of frequencies may not suffice)

    For the fading you may have a look at Verve! again, but I also made a quick cap using "engIdle.wav" from Verve!, showing how to fade in with key press and fade out on release.

    Thank you so much. That is very helpful. I now, at least, have some idea of what to shoot for when making sounds. I'm going to study the small cap you made.

    Plus that "Verve!" project is a treasure trove! Thanks so much for making it and commenting it like that... A big help for beginners like me.

  • Okay, I'm tearing my hair out... and I don't have all that much hair anymore!

    I cannot, in any way shape or form, get a constant, even, repeating sound to start and stop with a key press without it CLICKING.

    I'm attaching another example. With a newer version of the thrust sound included (this one done with a moog synthesizer emulator then edited in audacity.)

    Can anyone tell me how to stop the clicking? A quick fade in on keypress, then quick fade out when the key is let go? How would I do that?

    Baring that, can anyone point me towards a ship-thrust or car engine sound (continuous and looping without much change) that starts and stops without clicking -- one that someone has done in construct? Did anyone do an Asteroids clone with sound?

    Newt was kind enough to do one for me a few posts earlier, and it works -- but the sound varies quite a bit before repeating (not that it should matter.) His seems to work great. Can anyone tell me why the sounds I'm generating won't work and the Newt example does?

    Here is mine, (redone as per Newt's example):

    https://www.sugarsync.com/pf/D283703_6063149_90551

    There is also another problem, if you hit space a few times rapidly -- the sound suddenly refuses to stop playing (I think it might be starting it on another channel, or two other channels I can't really tell.)

    Aaarg! This sound stuff is driving me nuts!

  • Generated a wav in SFXR real quick.

    http://dl.dropbox.com/u/666516/SoundHelp2.zip

    Thanks alot for doing that!

    I guess it must be the sounds I'm generating. Got Audacity and loaded my sound up. Seemed to work fine. Then exported again. Then changed it to mono. No matter what I do, I get the click.

    Of course if you play that file with any program and you don't start at the very beginning and go to the very end (269 milliseconds) then you get the "CLICK." Perhaps construct is cutting the sound off early? Or starting it a little late. Does the frame rate effect this?

    Might have to generate much simpler sounds. Bummer.

  • Also, see where it says accurate resolution to 10 milliseconds in every x milliseconds?

    Might try on key pressed, trigger once, set sound looping.

    Then on key released, exit channel.

    Just tried that. Still Clicks. Then refuses to play a second time. Damn.

    I've tried several different sound files so far... But all of them processed using Adobe Soundbooth. I'll try to find another program to cut up these wav files. (I'll look at Audacity.)

    Has anyone got a working version of an effect like this I could look at?

    Also, these should be wav files at 44100, 16bit, stereo, uncompressed -- correct? (tried saving as ADPCM, but I get a bunch of noise added to end of the file.)

    Thanks.