Fib's Forum Posts

  • Never mind I got it working. I had to update the ProUI plugin to the latest version.

  • My game works just fine when I run it from the editor. But when I export it in R251.2 and run it on localhost, I get an error and it won't run. Worker mode is off.

    The error is: Uncaught TypeError: Cannot read property of 'Plugins' of undefined

    When I turn worker mode on, I get a different but similar error.

    Does anyone know what it means?

  • I didn't notice any bug. But checking the debugger that 1 sound plays ~20 times at once. No sound is going to sound good 20 times at once.

    Part of it is the sound itself has a long tail, so lots of opportunity to overlap and cause phasing issues. You should probably just use a much shorter sound, like 0.2 seconds. But to kind of fix it I did 2 things, first I simply cut the last 1 second out and added a fade out. Second I used a high pass filter to cut out the bass frequencies below 200 hz (sometimes if a bunch of low bass builds up it muddies up the sound).

    Next I modified your events to limit the number of times a single sound file can play simultaneously. I did that using a dictionary. When a sound is played, I add it to the dictionary with the file name as the key and count the value up. When the sound ends I subtract 1 from that key. If the count of a specific sounds gets above a threshold then I just stop playing it until enough sounds end.

    It sounded a bit better after I did those 2 things. I hope that helps!

  • Hey, you're welcome. I think you would just stop inversing the speed percentage. That way if your current_speed increases then max_zoom will also increase.

    So instead of:

    Inverse percentage of speed = 1 - (current_speed / overall_max_speed)

    You would instead do:

    Percentage of speed = (current_speed / overall_max_speed)

    So the entire equation ends up as:

    Set Layout Scale = min_zoom + (max_zoom * (current_speed / overall_max_speed))

  • I'll just use your tutorial as a jumping off place and try to work through it myself. I'm hoping to create something re-usable and to support all the Dialogue Designer features.

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  • Its under intermediate examples called "Dynamic camera system". But its only found in the beta release R229.

  • Thanks for the example LukeW! I just bought dialogue designer and was going to work through my own importer in C3, but I see you've already done that!

    It would be awesome to get a plugin for it so it's more streamlined.

  • Thank you Scirra for the mesh distortion editor! I love it and can see the amazing possibilities.

    I have a small feature request though. Could we be able to multi-select the mesh points by box selecting, or by shift/ctrl clicking? That would make it way faster to move lots of mesh points around at once.

    What does everyone else think?

  • Is it possible to tweak the physics settings of the particles to make them act like a gas rather than a fliud?

  • After you create an object, it's only picked for that top level event you created it in. If the engine moves onto the next top level event, your newly created object cannot be picked anymore until the start of the next tick. It's just a quirk in Construct you have to get used to.

    So you'll need to find a way to manipulate your newly created object within the same top level event before the engine moves onto the next top level event.

  • Maybe just check the spritesheets that C3 auto generates and see if anything looks messed up. Right click on the root of your project, hover over Tools, then click "View spritesheets".

  • (Please don't use single process anymore. It's always bugged and gives no advantages in general.)

    What do you mean by single process? Is that a NWjs flag?

  • I don't think you can with the pin behavior since it stops all other movement from happening. If you remove pin then you could just add an image point to your invisible wall, then every tick set the platform x and y to the image point. Then sin behavior *should* work relative to that position.

  • It's a math problem mostly and there's lots of ways to do it depending upon the type of motion you want. But the simplest way I would go about it is to do it is with percentages and linear motion. Here's an example.

    First you need a number that goes up when your speed is down, and down when your speed is up. I chose to express the speed as a percentage, then take the inverse of it. So when current_speed goes up, the output of the equation goes down.

    Inverse percentage of speed = 1 - (current_speed / overall_max_speed)

    Then I decided to incorporate a min and max zoom level so you have a definable range. So first I multiplied the inverse percent of speed to scale the max zoom level.

    Scaled max zoom = max_zoom * (1 - (current_speed / overall_max_speed))

    Then I just add the min zoom to the whole thing to ensure we don't ever get zero, and also so we can control the lowest zoom level. So here's the entire equation.

    Set Layout Scale = min_zoom + (max_zoom * (1 - (current_speed / overall_max_speed)))

    The zoom range is between min_zoom and (max_zoom + min_zoom).

    I hope that helps!

  • How will you be using it? Is it for a racing game? Should the zoom work more slowly as the speed increases? Or zoom faster as the speed increases?