ilanfl's Forum Posts

  • We're trying to make something that determines frequency of a sound coming from the microphone reliably.

    Imagine a game with car that veers left slightly when the microphone hears a sound lower than a certain threshold, and makes a bigger left turn the lower the sound.

    If the sound is higher than the threshold the car veers right instead of left. Again, higher frequency makes a stronger turn.

    We've tried an approach of summing up all the 512 frequency bins to know if a sound is generally lower or higher. It has been somewhat useful, but very inaccurate.

    Is there a way to determine frequency?

  • Hey Abdullah,

    Don't know about the circle, but have you checked this for the text stuff?

    editor.construct.net

  • Never mind, I found it :) Stupid mistake.

    I kept adding the gravity to the fall speed and at some point it gets so high that player + fall speed do not overlap with the floor.

  • So I'm setting up collisions without using the Platform and Solid behaviours.

    In a previous post I got stuck with the WHILE loop, but I found a different way to do it.

    My problem is that now my player seems to randomly clip through the floor.

    If you try the project and move all over the floor left and right, then after some seconds you will clip through the floor. This seems to happen either in the very middle or towards the edges. But not every time.

    Why is this happening and how do I stop it?

    Thanks

    Project:

    drive.google.com/file/d/1uy-mkIu9msmd1Zx5n8kl_CkSLlPOg0R6/view

  • Global variables are not supposed to be reset when resetting the layout. I checked this now in a project and it worked - the global variable I set was not reset.

    Do you maybe have a "On start of layout" event that gives a value to the variable?

  • Hi all,

    drive.google.com/file/d/1ZNcYPDl2RYoOc0DTzcydUUPNBJ_cgUYr/view

    I'm creating "physics" without the Platform behavior. First up... Collisions and landing safely. But I get stuck there immediately.

    It calculates the fall correctly: if it's too close to the platform to keep falling in its regular speed then it starts adding 1 to the player's Y position with a WHILE loop until it hits the platform.

    So far so good. But then even though I believe the WHILE loop condition does become false because the player stops falling, it seems to be stuck in that tick and not move on to the next one. The game becomes unresponsive. Why? I don't understand.

    Thank you

    Tagged:

  • It's a price.... ok. The numbers :) Alright. Thanks

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  • Can I ask what was the trigger that I hit that made the cards collectible?

    All except the first one?

  • I see, the cards... I don't know why but I didn't notice that I was picking them up until you said that. Maybe a stronger indication for the pick-up could be good.

    Also the menu screen with the song I thought was great.

    EDIT: I tried again.

    I still didn't get the mechanic with the cards. What do the numbers mean (maybe a joke/puzzle that went over my head) and which one am I supposed to find next.

    Also I realized that the first card is actually grabbable, but it's hard to reach it because when I press jump to get to it it teleports with the phone booth instead.

    So that way it's almost like a tutorial moment that is missed. I think if it was grabbable easily at the start then players could realize that it's possible to grab them.

    Sorry if this is more feedback than you wanted. Still curious about the game!

    EDIT 2: This is an insane game. I like it! Once the cards became grabbable - I don't know why that happened - it became a lot more fun. Enjoying all the weird ideas in it.

  • I played it! Very weird and interesting. Cool vibes. How do you get that scanline look?

    Yeah it was fun to move through, but I lacked a little bit of sense of direction or context or what I'm supposed to do (and I'm not a hand-holding liker generally).

    Also didn't understand what the cards did, or why does he sometimes poop and sometimes shoot when I click the shoot button. Maybe that's on purpose.

    I explored a bit and reached near the coffee cup.

    Overall enjoyed it! Although not knowing what I'm doing made me not last very long.

  • Nice atmosphere! The music, moving layers, art...

    Impressive to me that you created that on a game jam.

    I got stuck on the lock pick, I didn't understand what to do or how to get out of it.

  • The blobby shape of your player's collision is giving you problems.

    Every frame's collision polygon is slightly different, so it creates tiny jumps of 1 pixel or so when the frames change. And so it triggers 'on landed'.

    You can solve this by moving collision to a different object shaped as a simple box, and then having the animations as a separate object that always follows the position of the collision box.

    See file:

    drive.google.com/file/d/1dMko0lOL-CNtvMluPHi7G_HNX3hONvls/view

  • Appreciate your response oosyrag. I still feel like there's something I'm missing here, so would be happy to get more ideas.

  • Not sure if this question is exactly for this forum, as it's a bit more general. But here goes.

    My game, according to the debugger, runs at 144 FPS (which is also my laptop's refresh rate).

    But it doesn't FEEL like it, doesn't even feel like 60.

    I've been gaming all my life, so I have a good sense of what 60 feels like. Not a brag, I just do, as I'm sure most here do.

    And I'm wondering:

    1. Does the debugger say it's 144 because it CAN be 144 but on the preview window / browser it just can't reach anywhere near those numbers?

    or

    2. Is there some kind of secret sauce that makes a game feel like 60 FPS that I'm unaware of?

    For example my animation for the main character only runs at a pace of 5 a second. That might be part of it.

    But still, the character and other elements move every tick, so they should be moving at a pace of 144 a second? Why doesn't it feel like it? And do games that look smooth have extremely detailed animations with many frames? What's the secret sauce?

    Thanks