Greaver's Forum Posts

  • The listener object is usually the player sprite. You place the positioned audio on the object where you want the sound to come from. For example, if you have an explosion, you can place the sound to the explosion. Then the closer the listener object (player) is to the explosion, the louder it will be. Of course it's not just the volume, if the explosion is to the right of the player, it will be heard in the right speaker etc.

    Edit: By the way, there's an example capx that comes with construct 2 in the example files. If you haven't already, you might want to take a look at it.

    Oh i see, thanks for that - But, i just want the sound to be louder or lesser depending if ur close or not. For example rain-sound to be louder if ur closer to the window, and lesser if u walk away from it, but the listener doesnt seem to do anything.

    Also its not about right or left speaker, its just about the how loud it plays when ur closer. No matter what i do or how i follow the tutorial, the sound/music plays at same height.

  • Greaver First, don't forget to set a listener object (like the player sprite for example) at the start of the layout. Then you add the positioned audio. Also, there are settings in the audio properties bar that you may need to adjust as well.

    Hehe hey, sorry but the more i read about it the more confusing it gets! Listener should be on the player? Also on the object playing the sound or?? Makes no sense so far

  • Have you checked if "Advanced audio supported"?

    Hey sorry but what is that? Where can i find that? ^_^

  • You can use the Audio "Play at Object" action in the Advanced Audio sub options

    Yes but the sound remains the same, no matter how far away that object is.

  • Nobody knows?

  • Greetings there! ^_^

    So i'm trying to play a sound at an object with (Let's say an orb) and i'm trying to decrease the sound as the player walks further away from the orb. As if it really is playing from the orb and not in 'general'.

    Any help? I have many sound FX that are to be used like this, and manually increasing/decreasing it seems a bit too much.

  • (If "Hero" is in line of sight) - "X" set speed 1000

    - "X" rotate towards position "Hero.X" "Hero.Y"

    These comands will be repeated each tick the Hero is in the line of sight of the bullet.

    I don't know how to detect line of sight, but the rest should work

    Line of sight is fine, but i cant get the rotation, what u mentioned, the bullet moves only left or right, so if the Hero jumps, it will go under and pass lol.

    Basically, i want when 'Hero is in line of sight' (works fine) - Get object X to move towards Hero. Maybe bullet is not the right way? So far the bullet has 0 speed, but when it has 'line of sight' of Hero, the bullet gains 1000 speed to move rapidly to the Hero, but it keeps going left and right, i cant get it to 'follow' the hero.

  • Greetings there! ^_^

    So basically, i want; - When Hero is in line of sight of X - (X is bullet with 0 speed currently) - then set speed to 1000 and 'shoot' towards Hero. Whether Hero is behind or in front, it should shoot towards the Heroes position.

    Whether the Hero is jumping or ducking, it should always aim at the Hero. When i set its angle of motion towards Hero, it keeps going to the right?

    So how to do this?

    Thanks in advance! ^_^

  • NW.js should never show an address bar. File a bug report if you see one!

    You can also use the Browser object's "Request fullscreen" to immediately open up in to fullscreen mode in NW.js.

    1. The adress bar doesnt go away

    2. There is no 'request fullscreen'

    3. Everything appears 1/3 of its original size.

    4. The 64 bit version crashes, only 32 bit works.

  • [quote:14aglx48]

    I just tried an export and removed all ticks from the Export Options and this produced a borderless frame.

    Is this what you mean?

    *used latest r231 beta and NW.js v0.15.0 (Chromium 51).

    All ticks? ''Window Frame, Resizable window, Kiosk Mode''

    • unchecking these 3 does not change anything except making it worse. Still has an adress bar

    and still appears in a tiny window.

  • No1 knows?? The window keeps appearing small, and the x64 bit version doesnt even open up.

  • Hello everyone! ^_^

    So when i export to desktop with NW.js - and then start the game, it always opens up much smaller than intended and then it always have an adress bar etc. How can i export it properly so it opens up like a program? Like a real game.

    No adress etc. ????

  • Hey nice there! But there is 1 bug - when inventory is open and u drop an item at the side of the inventory (the brown lines) on the right side - so it touches both the inventory and the ouside - close and reopen the inventory and the item will be gone. >.<

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  • You could use array in order to save all infos you need when you reload your layout

    But I suggest you to use a layer for your inventory

    Hehe hey thanks for your response!

    Wouldn't that though slow down the game if i kept a layer in the background with pictures, numbers and over 50 items? While it stays in the background during gameplay? Thanks in advance hehe

  • Okay so no one knows? Maybe it cant be done then? hehe