EddyDingDongs's Forum Posts

  • That's not really a bug; how can you position a sound at an instance that doesn't exist yet? Use a Wait command, or On Created, or something similar as a workaround.

    Yes you're right, I figured it out that same day with a Wait action of 0.1 seconds after start of layout. And that fixed the problem since the object has already been created before the sound is positioned to it.

    I know it's not technically a bug, but what if the the positional sound was programmed to try again one more tick after layout start if the object named was not found on the first tick??

  • I think I figured it out, it seems as though there is bug in positioned audio code in the sense that it you create an object on start of layout - that object will NOT play sound IF you Positioned Audio: Play at Object also on start of layout.

    So it seems the object needs to already exist on the layout before hand, on you have an invisible object that positions itself to your moving object.

  • Hi, i'd like to know if u use play at position say Sprite.X, Sprite.Y, if that sprite is a moving object, will the sounds position move with it or stay at the start position?

    In a simple new project I can get Play at Object working no problems, just doesn't work at all in my more complex project. Really annoying that I have no controls to manually adjust left/right stereo mix using variables.

  • Sorry Rex, unfortunately your plugin didn't work for my needs, i set fade out 5 seconds and their volume stayed the same and then just ubruptly cut out at 5-seconds, but i don't think it's your fault, i am doing some complex things with already setting volume every tick to a smooth graph of Array points, i think your plugin would work if it was using like a second pass volume that's on another layer to the existing volume variable.

    Sort of like how you can set a Sprite at 65% opacity and the Fade behavior will still fade that out from 65% to 0% smoothly.

  • EddyDingDongs

    I had made a plugin to fade-in/fade-out using lerp db.

    Try this

    Thanks rex, will try it!!

  • Can't we just have a simple begin Fade-Out type behaviors as we do for Sprites but for Audio as well?

  • Thanks Aprodite, I figured it all out myself, not sure I can explain it easily though, but I successfully used Arrays with smooth Interpolation between values without using Lerp, but now that i think about it I could replace it to Lerp just to simplify the way the extra long math formula looks

  • bump bump bump lol

  • My next question is can i interpolate between array values with Lerp or some other method?

  • I basically need a complex 2D graph that has nice curves and irregular bumps to be loaded as an Array.

    This will be then used to animate sound.

    I guess the graph could be an image file or a spreadsheet type file, no sure how to do this so please help me Obiwan Kenobi, you're my only hope lol

  • fair enough, so they're hoping to chuck an Oculus Rift and get bought out by Bookface lol

  • Very interesting guys, thanks for your help, I too would gladly pay to have that Ludei logo removed, or just shortened so it only comes up for 1 or 2 seconds and that's it, just like some games put Havok physics logo before their games, it only displays for a very short time.

    I have been able to add my own splash image before the Ludei logo is shown, but my splash is shown for a disproportionately short time in comparison.

    However, performance wise on Android i still get highest FPS via cocoonJS, my game gets 58-60-fps, while my export via Intel IDX Crosswalk i only get about 45-fps average, I know it's still in Beta, but that's lowsy performance in comparison -> 25% worse!!

  • Hey guys, i get good performance with these exports but I'm just worried if there's some sort of money squeeze later when i want to make a release version.

    So does CocoonJS / Ludei make money from some sort of premium compilation services?

    Thanks in advance.

    P.S. I know it says on their website that they are a "venture-backed company", just dunno if there are any hidden costs.

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  • My gut feeling with Multiplayer +Physics is to have the whole simulation happening only on the host computer. So the host would be the only one with the "physics behaviors" applied, while for the peers you have the same objects without the physics behavior so that u can do set position and set angle based on the positions and angles of the objects on the host computer.

    So in a way you're trying to create a pantomime on the peers computer that looks just like what's happening on the hosts side. You don't have to have revolute joints on the peers side becos if the peers objects get their positions and angles from the host then it will all look and work the same anyways.

    Any inputs get sent to the host and calculated on the host's side.

    I dunno, am I talking crap or is this the way you guys would do it?

  • As of today I'm getting +15-fps better with CocoonJS/Ludei than Crosswalk/Intel XDK.

    With my game I get 60-fps Ludei vs 45-fps Intel XDK, both are .APK files.

    Haven't tried Cocos2d and I don't know if you can use it in conjunction with Construct 2??