jobel's Forum Posts

  • you can just run the debugger and it should show the array data if you are curious... but yes it will bring the whole "row" when sorting.

    generally the way I think of arrays are like Excel spreadsheets

    column A is the X axis AND the row number

    once you include additional columns you need to get specific and into the Y.. think of them as coordinates.

    and the X is always the Row number

    so this has 2 columns and 3 rows:

    X[0] Y[0] "John"

    X[0] Y[1] 3231

    X[1] Y[0] "Fred"

    X[1] Y[1] 1291

    X[2] Y[0] "Mary"

    X[2] Y[1] 3920

  • that's sorting..

    C2 doesn't have very powerful built-in sorting.. but if you make your first column "Names" you can sort by X axis and it will do the trick. And it will be ascending..

    Any other kind of sorting then you probably have to do it manually yourself..

  • played, good job so far.

    the good:

    -cool art

    -good enemies

    -interesting mechanic (find people I assume?)

    the bad:

    -repetitive shooting sound, after a while it's just too much, I'd force the player to stop shooting, like an eventual overheat or something

    -too hard, never found the people I was supposed to rescue, played for a bit, never found anyone, for level 1, add some success early.

    -no minimap, easy to get lost. either that or make each "section" unique looking with a different background

    -the old retro tv look is ehhh.. it's just gimicky and doesn't really serve the game too much, it's pretty dramatic - I could take it or leave it.. if it wasn't as intrusive I would keep it.. I don't know, I'm just not sold on it. Maybe make it an option to turn off?

    -I assume you will give the player a walk animation? if not.. I definitely would do that.

    keep up the good work...

  • definitely need to be more specific... you can do millions of different kinds of "effects"

  • I tried it.. it's strange.. it depends on system resources I think.. and if it's already been played before.. on the first play through it's fine..sometimes I can hear the last cut, but not always.. but when I start the entire song over already having played it once, the overlap is too long and you hear each cut.

    https://www.dropbox.com/s/7pbenhfmarbbq ... .capx?dl=0

    Definitely streaming from disk is the culprit. If you read your tracks into memory that would fix it - not that you would want to do that.

  • Suppose you have a song divided into 4 parts.

    You want the four parts to sound one after another without silences, otherwise the song will sound bad.

    That's what I want to do.

    depends on how you cut the music but in that case I would probably do:

    Set overlap to 1 //number of seconds to overlap tracks

    Function PlaySong()

    Play SongArray[x] as tag "CurrentSong"

    Compare 2 values: Audio.PlaybackTime("CurrentSong") > (Audio.Duration("CurrentSong") - overlap)

    Add 1 to x

    PlaySong()

    If you want seamless music that is constant - meaning from a track with an abrupt end cut and seamlessly goes into another track you could try it OnEnd of Audio, then trigger the next track.. but it really depends on the music and how you start/end the track. there might be a small pop or silence that sounds like a pop.. thats why I'd start it before the end.. even 0.05 would prevent the pop.. but you have to make sure there's no beat in the music that will be messed up by offsetting the tracks. But again, it depends on how you make the tracks.

    If you are splitting tracks into 4 parts, most likely you want to mix and match parts.. or loop certain parts? What exactly are you trying to do? there might be a better way..

  • Hello, I think it is not possible to create a playlist in C2.

    I mean put songs to a list, then run the list (play list "name") and make the songs run automatically.

    As an option it would be well to choose to run without spaces of silence, then one of the other.

    I mean, the songs go from one to another without spaces of time, without silences.

    you mean like this?

    Function PlaySong()

    Play SongArray[x] as tag "CurrentSong"

    On "Current Song" Ended

    Wait 2 seconds

    Add 1 to x

    PlaySong()

  • Issac3Spies I searched for that and found nothing.. have link or pic?

  • It doesn't have to do with Pin, it's something to do with the Solid moving right/left and the Platformer on top of it..

    I did a test just with 2 Sines and it still slightly wiggles.. (very subtle though - I added timescale 0.1 to help show it)

    https://www.dropbox.com/s/4ykkbgc86llxs ... .capx?dl=0

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  • I can observe the player movement on the rotating platforms on the right.. It's very subtle though, I would not have noticed it if you didn't mention it.

    The up and down platforms are fine - no player movement that I can see. Do you see it here as well?

    Has something to do with the draw call. Maybe moving the solid and having to calculate the player being stopped and circumventing the gravity system? Otherwise the player would be constantly falling.

  • are any of the pins pinned to other things that are pinned? if so, this is a known problem when pinning multiple things.. they wiggle. Has to do with the order of events and which pin is done first (they are not ordered).

    the work around is to not use Pin, instead do Every Tick > Set Position etc..

  • Or some dynamic loading like in 3d games, when it renders only the visible part of the world? Is it possible?

    that's what you'd use different layouts for... cut up your current large layout and spread it over multiple ones that use the same event sheet. You will need something to hide the load time, but it should be a lot shorter if you make each layout more manageable. But if you want it seamless, not sure if that's the way to go.

    what is your average object count at startup? how about mem usage?

  • how long is the actual sound? are the button presses only going to play part of the sound up to a certain point?

    you are most likely going to be looking at the Audio object and "pausing" based on Audio.PlaybackTime("Tag")

    https://www.scirra.com/manual/109/audio

    or you could simply set off a Timer for however long you want the audio to go, and then Audio>Set Paused "tag", then Set Pause again to resume (on Button press).

    https://www.scirra.com/manual/167/timer

  • https://www.scirra.com/tutorials/629/sp ... ge-4#h2a15

    basically it has to do with resizing..and your font is not leaving any space for the resizing blurring effect..

    EDIT: oh sorry I read your post wrong... blew past the part about set effect.. although I suspect it's something similar..

  • thanks! this helped me..

    wasn't sure why Size doesn't work on SpriteFonts.. but the value and then setting scale from that works great.. thanks!