keepee's Forum Posts

  • At the end of the day to night transition, the background is still actually the daytime sprite, it's just on very last frame of the 'DayToNight' animation.. so it appears to be the nighttime sprite.

    So.. now you probably realize that it's still being destroyed because the '..is overlapping daybackground' condition is still being met

    You could just fix it so the background sprites swap correctly in the transition..

    ..but instead, i'd recommend redesigning this in a different way, which would solve your problem and also result in a cleaner events sheet.

    have all the background stuff into one object, so don't worry about positioning/setting invisible etc.

    And instead of checking what background it's overlapping, check a variable that toggles between 'day' and 'night' on the transition... or just a variable that toggles between 1 and 0 representing day and night.

    This is good practice too as overlap checks are relatively expensive on cpu.

  • This is a picking problem, what is your condition for collection?

    a condition like 'mouse is over _' for example should filter the instances so that the actions apply to just the crop field that the mouse is under.

    anyway, we can't open your file as it is a .caproj file..

    you need to upload as a .capx file

    a .capx file is basically a zip/archive of everything in the project folder.

  • You just want a layer of numbers to scroll continuously?

    What's it for? I ask because this seems pretty simple.. so I'm guessing that i'm missing some info..

    don't need to worry about setting an scroll object, you can just manually set the ScrollY each tick to move upwards

    System | Set ScrollY to ScrollY-(dt*speed)

    if you want other layers to remain still just set their parallax to 0

  • I doubt it makes much of a difference so it's probably best to prioritize what makes your events cleaner, more readable and easier to work with.

    Personally I think too many objects is awkward with the C2 interface, turning all those objects into animations/frames inside one object and treating that as a 'group' is often easier.

    Although if you really want to find out, you could test it yourself.

    I guess just create 1000 of each with a loop on startup and check the memory usage with task manager

  • Whiteclaws

    no that's...

    oh wait

    yeah

    that...

    yes

    Yes.

    Correct.

    You have won.

    Congratulations.

  • Whiteclaws

    sorry, should have tested what I wrote before sending it.

    "doesn't involve variable usage"

    not even a non-static local variable?

    you could store the UID of one of the objects overlapping and then invert a 'pick by UID' condition. Inverted pick by UID works, i've used it a few times.

  • you could invert a condition that normally picks one

    like

    +sprite | is overlapping sprite

    +sprite | (invert) pick top instance           >sprite | destroy

  • blackhornet, was not aware of this, thanks

  • random(50,100)

    ..for example, will return a value between 50 and 100

    choose(132,386,214)

    will randomly return one of the values listed.

  • bad news,

    Now, the left/right panning is correct at 0 and 180, but as it is angled towards 90 or 270, it gets entirely flipped.

    This is not noticeable in AudioRotation2.capx (in OP), because at angle 90/270, the speaker appears above or below you.

    So, here's another. It's the same as AudioRotation2.capx but with the speaker moved, and without the scrolling as that all seems to be good now.

    https://www.dropbox.com/s/goj8x69w2sm8nv2/AudioRotation4.capx

    Ashley

  • hey, there are some useful expressions you can use..

    viewportright("layername")

    Returns the x coordinate of the far right edge of whichever layer, regardless of a resized window.

    and as you've probably guessed there is viewportbottom / left / top aswell

  • Ashley, excellent! thanks, and for notifying also

  • Looks awesome!

    similar in ways to what i'm working on.. is he controlled entirely by physics?

    The way the run animation accelerates with the footsteps noise is really well done.

    I think it's hard to make a platformer with gradual acceleration feel right, especially to players who are not used to inertia.. but this looks pretty much perfect - i imagine you spent some time fine tuning it.

    good job

  • I see.. the manual makes it sound like it is a plateau -a distance before the attenuation starts.

    but regardless, the bug is still there if you leave it as the default values. So it's not what's causing it.

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  • I turned the properties down in general so you didn't have to move out as far.

    I know what all the properties do, there's no reason ref distance of 0 should create this effect..

    sounds full at 0,0 and 500,500

    but down at 0,500 and 500,0

    it's gotta be a bug, some broken coords somewhere.

    Turn everything back to default and it still happens, you just have to move further out.

    Do you really need that?

    Do i really need the audio to work with scrolling..?

    of course!

    honestly though I wasn't expecting an advanced audio engine anyway, so the whole thing was a bonus that i don't really need.