Held's Forum Posts

  • Hi,

    damn, as I'm working with construct 2, I posted in the wrong forum. Sorry.

    Is there a way to do it in c2?

    And is there a way to move the topic in the right forum? :)

    Sorry again and thanks!

    Held

  • Hi,

    I'm trying to check, when a sprite

    In my game, I want to paint a certain area eith a brush-sprite. So far, so good.

    Then, I want to check, when the arae is fully covered with paint (that no white spots are seen). So far, no success :)

    Can somebody help me out? Thanks very much!

    held

  • I finally got it working!

    As the incoming data is a floating point number, I changed the "int" to "float" and got the movement smooth as silk.

    Thanks for your decisive help!

    held

  • sorry for syntax-lacks!

    Now, c2 accepts it. The result is not noticeable, no matter what x*dt

    I'm am wrong again, right :)

    Thanks 4 your patience.

  • Thanks already!

    my global variable is called "Audio_In_01"

    my incoming data is "WebSocket.MessageText"

    I tried your tip with:

    every tick > set lerp(Audio_In_01,WebSocket.MessageText,speed*dt)

    and can't get it to work. Could you give my another, little harder hint :)

    Thanks!

  • Hi,

    every tick I'm receiving the Volume-Level of an incoming microphone. Because I need multiple audio-inputs, not directly via the audio-plugin, but with small extra-java-prog via the windows-mixer and with websocket into construct. Then, I'm storing it in a global variable and link the data to the position of a sprite. So far so good. But the sprite is changing it's position too rapidly.

    Can anybody help me out smoothing the data, so the sprite won't change so rapidly it's position?

    Thanks!

    held

    Tagged:

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  • Hi,

    thanks! I will check it out and get back with results.

    cheers,

    held

  • Hi,

    I have several spots on my screen and I'm trying to (drag and) drop a sprite "A" (and make it snap) to the nearest of these spots, which is not already overlapped by an instance of "A". The snapping itself is solved, but I'm struggling with choosing the next un-overlapped spot.

    Can someone help me out?

    Thanks a lot,

    held

  • Don't know, if anyone can comprehend, but here's my solution. Thanks again!

  • Hi,

    I think, i solved it. Just had a idea similar to yours. I gave the pancake two instance variables and so I can store the frame-number to the specific instances. I have to try out a little more but I'm confident so far.

    If it works out, I will post the code later.

    Thanks for thinking with me!

    held

  • Hi,

    this is the section where the magic should happen. If you do a swipe-gesture above the pankace (here: "Grillgut") it should turn around, pause animation and so on. Enough information?

    Thanks!

    EDIT: I managed to store the animation frame to a variable which works fine for one instance. But as there are multiple instances on the screen, the one stored frame number does not fit the next instance. Hmmm, tricky.

  • Hi,

    In my game, you have to roast pancakes from both sides. For this, I made an "upside" and a "downside" animation, in which the sides slowly gets brown.

    If the player touches the pancake, the pancake should turn around. The side which is not in contact with the pan should pause at the actual frame and start from that frame, if being turned again.

    I tried to solve it something like this:

    -stop "uspide" animation

    -change to "downside"

    -start "downside" animation

    But both animations are behaving equally and dont stop and start at the respective frames.

    Is it solvable with one instance?

    Can anyone help me out?

    Thanks a lot,

    held

  • Hi,

    yes, that does the trick. Tried that before, but at the wrong position.

    Thanks a lot, appreciate it!

    held

  • Hi,

    I've a grid of 15 fields and want to create different sprites (packed in a family) randomly in these fields every x seconds. In each field, only one object should exist at a time.

    I tried to do solve it with 15 spawners placed in the fields and coded:

    every 2 seconds - pick random spawner --- spawner-spawn family

    which gives me multiple instances above each other.

    How can I randomly create only one object per field, 'til this object is destroyed and theres room for a new one?

    Thanks a lot!

    held

  • it's not that I hacked construct, right?

    ... my knowledge is getting dangerous : )