Held's Forum Posts

  • I mean by volume. I want to use my voice as the controller. The louder I talk, the higher (y-axis) my sprite should go.

    I'm trying to modify the Audio analyser project, but don't suceed yet.

    Can anyone help?

    Thanks.

  • Hi,

    I wonder, if there is a way to use audio input to control a player.

    More precise: The higher the input volume is, the more up (on the y-axis) the player should go.

    Can anyone help me, doing that?

    Thanks,

    Held

  • Ok, I understand. I will check the autohotkey thing and if that doesn't work either, I will a look for a workaround.

    Thanks all for your help!

    Held

  • Thats exactly my task, i have to solve. There are lots of less powerful programs than construct is, which can do that. So, i thought, there might be away. No way?

  • No action within construct. The action is happening outside in the dmx-software.

    It's a game, someone is playing. Without any other person there, who is the light-jockey, who presses the key which sets the lights.

  • Thanks for keeping up

    Maybe I didn't explain it right. I try again:

    I don't want to set another key as a 'graphical symbol' which can be read on the screen.

    The whole story is: I want to run a game, programmed with construct, and in that I want to combine certain actions with light effects (with real lights in a real room).

    So I need an impuls which can be picked up by a dmx-application, a software, which can control real lights (on, out, etc.). And this dmx-software can control the lights with key-commands.

    So, my wish in construct is something like this:

    Keyboard - on P pressed - set sprite.xy visible

    - simulate keyboard press O

    Does this help?

    Thanks

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  • Don't really get it. Which variable and can I attach a variable to a keystroke?

    Thanks, I'm A beginner

    hELD

  • Ah, ok. I need it for typing, in other words: construct should send a specific key-signal 'outside' which another software, which runs besides construct, picks up.

    Does this help?

  • I need a key-signal for a software parallel to construct, which controls electricity.

  • Hi,

    I need to simulate a keystroke with another keystroke. e.g.: on key "o" pressed - simulate keystroke "p"

    (How) Is it possible?

    Thanks,

    Held

  • Sounds like that might be the problem. For practice, I will try to work it out. If I stuck, I'll provide the capx and be glad, if you could take a look. I will give a report.

    Thanks!

  • Hi,

    don't know, what it means to do it completely in physics. Can you explain?

    But I need physics for upsetting objects (realisticly), right?

    How can I avoid overlapping by code?

    Thanks again.

  • little stain: Thanks, it really runs smoother. But, as I wrote, I wanted physics in order to interact with other objects.

    Yes, I do know about the image editor and the ability to set different collision polygons. But thats part of the problem. As I wrote before: "Everything fine, but my problem is the changing collision mask. E.G. from square to circle. I tried to connect the character-change with a change to a different animation frame of the placeholder which has the circle collision-mask applied. That doesn't work, the character doesn't change and freezes."

    The change from square to circle (with the change of the collision masks) results in the game freezes.

    Furthermore: If my characters don't have physics on, they remain straight and don't take the angle of e.g. a ramp they're stepping on. As in your project-file. Check by yourself.

    RandomOutput: Thanks for the "if playing..."-tip.

  • Firstly, thanks for your help! I appreciate.

    I plan, that e.g. the square can beat certain some enemies and the circle don't. That's why I thought global variables and different sprites were the way to go. Is there a way to do that, if I only have one sprite with different animations?

    But even more important: I didn't find a way to change the kind of the general collision mask from "bounding bx" to "circle". So, when I change to the circle, on diagonal platforms it shakes like hell. If I choose "circle" from the beginning it's vice versa. The square and triangle are shaking. I thought, with different sprites and a placeholder, I'd avoid that. And that's the point where my problems began. I think, a command to change the general collision-type would be one solution. But thats not possible, right?

    Thanks for the every tick-hint.

  • Oh, I forgot to turn the "Platzhalter" collision mask back from circle to bounding box. Just made a test.

    The characters have no physics behaviour yet. I deleted that, cause I got even more weird, shaky appearance. Do they need one?

    What doesn't happen, is the changing collision behaviour (not in construct terms) accordingly to the changing of the animation frames and their different collision boxes.

    Hope, I can explain it clearly.