jobel's Forum Posts

  • you just have to open a new image for each frame. it's a lot of clicking since I have 22 frames. but it's better than setting 22 collision polygons every time I want to change something in the animation (reimporting since I'm using a different program for the art).

  • newt no I mean if every frame has a different collision polygon... I don't want to remake those every time I update the animation and import..

    imagepoints are easier, but still a pain to have to go through each one and 'apply to whole animation'.

  • How do I update sprite strip and keep previous image points and collision polygons?

    Look like I could do this one frame at a time maybe? but not a whole sprite strip?

    How are people updating their sprites that have 15+ frames with different polygons each frame?

  • Fib will that script run successfully even if the user doesn't do an action? i.e. can you automatically make the game fullscreen?

  • SecondDimension what are the issues you are seeing in r210 and latest nwjs?

  • ahh thank you! I knew I was close..

  • I'm close, but I'm not sure why this is stumping me!

    I want the yellow box to Sine Forward/Back but be "pinned" to the edge of the blue box as it spins.

    drive.google.com/file/d/1-GBnDx72E5VSs8QcyRXoXBjjDn6zG339/view

    it starts out correct but then it sines in the wrong direction.

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  • calminthenight

    I think the issue lies with how frame-rate(tick) dependent updates are made to audio. This would explain the positional panning artifacts and the set volume artifacts (panning is just volume adjustments anyway). Given that using 'fade volume' does not reproduce the issue, it's implementation in chromium may somehow be non-tick dependent.

    I would say you are right about that, but I've been using positioned audio in Construct 2 since 2013 and it was never an issue. (until about a year ago)

  • calminthenight

    I updated my post. I just ran a test and I still hear the issue when using "Play At Object".

    I issued a bug report on github for Construct thinking no way this is a Chromium bug. But I guess it is. There was a user that posted on my bug report that said he issued the bug report to Google.

    I honestly don't think this will be fixed anytime soon.

    I also work in sound design, so I have a critical ear when it comes to this. The problem is that audio is often overlooked in all walks of life, so I can hardly blame the powers-that-be.

    Currently in my tests the audio artifacts are extremely subtle to moderately noticeable. The issue I have is that when you make a large game with lots of overlapping sounds, the problem will just multiply and end up creating something that many will just think is glitchy, laggy, gameplay. But to me it will sound broken. So I've moved on.

    I have not noticed any issues with doing something like:

    Play at Volume: -(distance(enemy.X,enemy.Y,Player.X,Player.Y) / 50) -10

  • calminthenight I had been using positioned audio on every project until one day I started hearing really bad audio corruption. I did a bunch of my own tests and confirmed it. It was mostly noticeable with thick looping sounds. But it happened at all sounds, it just was easier to hear on a sound like a constant laser beam loop.

    So I started changing the volume dynamically based on where the player is and that's how I simulate the same effect (sort of) and I never looked back! But I should check to see if Chrome fixed it. When I get some time I will check it again. But honestly, it used to work fine for years until one day it didn't. So I'm not so keen to go back to it.

    EDIT: I just tested it again, and YES it is still there. unusable!

  • July 2020 Update:

    I just recently got through my first round of play tests and got TONS of helpful feedback.

    now I'm currently in the process of applying that feedback and setting up another round of testing - and hopefully (if I've done my job correctly) I'll start seeing different feedback!

    One of the things I'm realizing is that player "on-ramping" is really important as far as productive play tests. If your testers don't know how to play, or can't play, or don't know what to do, it's hard to get productive feedback. On a game like Alpha One where I have an 'early', 'mid' and 'late' game its important to have an easy "way in" so playtesters can tell me where things are good or bad.

    Making a strategy game that can 'snowball' is common, but determining if that 'snowballing' will ruin the fun or not is paramount, but if your testers can't even get to the late game, you've got a problem! So I'm hoping my next round of tests help players get at least to the mid game.

    Here's a recent screen cap:

    twitter.com/jonbellini/status/1275483259946897410

  • ah, so the ship is moving/rotating, so you want to always have the player's base movement be linked to what they are standing on.

    so for that I would add the same behavior that the 'platform' uses and add that to the player - in addition to any other movement types. you can add multiple movement types to achieve the desired effect. The only restriction would be if you used physics movement type since that's a different beast all together.

    The only other piece is the angle of the player, if the ship rotates you will need to rotate the player with it... but does your player movement also rotate the player?

    How do you move the ship? behaviors etc..?

  • dop2000 bartalluyn thanks, yeah I did the Everytick set spriteXY to mouseXY, its just not as fast as the system mouse so I wanted to avoid doing that.

    to see what I mean, set cursor to Sprite1 AND do the Everytick to Sprite2 and you will see considerable lag.

    but perhaps this is just a Construct limitation.

  • Ashley I can confirm that resizing the browser window does NOT bring the dialog back.

  • so they are basically on a rotating top-down platform? I think it would be awkward to change relative perspective unless you have a different view than that.