damousey's Forum Posts

  • You could achieve this with linear interpolation that references its output as a sort of inline tween too.

    Try setting the value to lerp([current value],[destination value],[factor out of 1]) to create a neat curve of values over ticks.

  • From Devtools, I can see 1 error message (no midi devices detected) but I think the warning I'm seeing might be the key:

    Web MIDI will ask a permission to use even if the sysex is not specified in the MIDIOptions.

    which points to a section in the c3runtime:

    // Request MIDI access (this is where the prompt will appear) try { if (typeof options.requestMIDIAccessFunction === "function") { this.interface = await options.requestMIDIAccessFunction({ sysex: options.sysex, software: options.software }); } else { this.interface = await navigator.requestMIDIAccess({ sysex: options.sysex, software: options.software }); } } catch (err) { errorEvent.error = err; this.emit("error", errorEvent); if (typeof options.callback === "function") options.callback(err); return Promise.reject(err);

    but I don't know what to do with this information.

  • My game detects my midi input controller when I preview it from the editor without any issue. Using the WEB MIDI Addon has been pretty seamless in that capacity.

    With both the NW.js package and the webview export options, there are no devices on the available list. I'm assuming it's some sort of permission issue but I have no idea how to trouble shoot this, any ideas?

    Tagged:

  • apparently I just used the forum to rubber duck.

    Concatenation!

  • My game has small doodads that I'd like to spawn with subtly different appearances, these are currently stored as animations in my doodad sprite( there are additional reasons for why this is the preferred "container".)

    How can I pick an animation randomly on creation?

    I've tried 3 or 4 ways now and keep bumping into type issues because obviously Set Animation is looking for a String and anything random() is creating a number.

  • I'm currently trying this on a 1st gen iPad Pro. Took a while to find all the sidebars rolled on top of each other hidden with swipes, but most of it seems relatively doable. Sure, it's a hassle trying to edit text, I'm finding the pencil useful for forcing text entry. Re-ordering events is rough and I cannot find the colour selector anywhere.

  • I think this would be a good approach

    http://stackoverflow.com/questions/3244 ... er-caching

    I was working on a game which released a new version every week for 3 years (sometimes more, everyody loves hotfixing!) via unity webplayer. We solved the problem by appending a random junk string to the ask.

  • I'd use OBS (https://obsproject.com/) and use it to record locally.

    Fraps is designed for streaming and often crushes some of the colours, so even if you did buy it, it's not acually good choice for this problem.

  • Asmodean, I like your idea for it's extra flexibility, you could subtly vary values and have very organic orbits, for example, nice!

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  • I made an example to test my idea

    rotator.capx

    an if you want it's angle to point forward:

    rotatorwithangle.capx

  • I'm probably more of a beginner, so maybe this is bad advice ^,^ ;

    As I understand it, the thing you are trying to do can be solved with a bit of clever maths being used to create an offset.

    But my math is weak, and I suspect that approach is better suited to more code heavy environments, so instead, This is what I would do:

    Create an invisible sprite to serve as the radius, with it's origin and next image point being the distance between the two objects. Set this arm's position to the object you want to be rotated around and attach the rotating object to it's image point. Rotate the arm ( I think using Sine movement behaviour on the angle property would be the easiest way of getting this result, but I haven't tried that before.)

  • I want to add a look of the path in front of the player "assembling" out of small components. The ground coming to meet the players footsteps. And then either falling away behind them or remaining permanent.

    I sort of imagine one way would be to create a thing like a spotlight, a radius from the player that triggers the flying in or fading in of the bits. But I have no idea how approach a system like this.

  • Maybe something like this?

    Capx

  • 1) To stop the Slime from listening to the players controls, switch defaults controls to "No" in the behaviour Properties, Now it will only move when you simulate those inputs with events.

    2) I don't think Platform behaviour is a good choice for movement of the fish, it's falling down because platform behaviour falls down until it it on a solid surface. A better choice for the fish would probably be to create some horizontal movement with events and add sine movement behaviour, or 2 sine movements.

    3. Every sprite( and every animation frame) has a collision polygon attached to it, you can see them and edit them in the sprite editor. Right now, all of your terrain sprites have a square on them, to change it, open the sprite in the editor and click on the tool/mode at the very bottom of the left toolbar( looks like a deflated, steampunk pacman ) now you can see, add, and move those points around until it lines up with the image

  • hmmm

    I'm not well versed in this space yet, but I can tell you what I would try.

    I'd make 3 sprites one for each side and the face of the building. For each of the sides I would put their origin point right along the edge that connects to the face. Then create an event that would scale the width of those 2 sprites according to difference in x position of building and player, either in every tick, or only when player moves along X.