keepee's Forum Posts

  • You could just create your own timer, adding dt every tick

  • silkc2

    the modulus operator is %

    (180+300)%360 = 120

  • Noticed another bug, or a related factor to the same bug?

    As listener and sound emitter are moved away from the diagonal line, the volume decreases

    you don't need to rotate layer towards 180 degrees, but it does need to be rotated *some* amount for this bug to happen.. So the layer is angled to 1 on startup

    easier to show inside a .capx

    https://www.dropbox.com/s/fo234q7wdrcy2gj/AudioRotation3.capx

  • It seems that the closer the layer angle is to 180 degrees, the more the sounds are relative to the scroll position , rather than the listener object.

    edit: i notice this might sound like i'm wanting an inconsistency, where really it should either:

    follow the layer angle and the layer scroll position

    or

    follow the listener angle and the listener position

    .. so i should probably give it context, the idea is that, the camera is mouse controlled, centred a varying distance inbetween the player and mouse cursor, as if the player character is 'looking' over in that direction.. but not 'listening' over in that direction, and the rotation is still locked to the players rotation.. hope that makes sense.

    But I imagine a lot of people would want to set the the listener coord to the scroll position actually.. so it could be an option? just an idea.

    Here's the same .capx with scrolling

    Link to .capx file (required!):

    https://dl.dropboxusercontent.com/u/53374990/Forum/bugs/AudioRotation2.capx

    Steps to reproduce:

    1. rotate to 180 degrees with arrow keys

    2. scroll away from sound emitting object

    3.

    Observed result:

    volume gets quieter

    Expected result:

    should stay relative to listener object

    thanks again

    Browsers affected:

    Chrome: yes/no

    Firefox: yes/no

    Internet Explorer: yes/no

    Operating system & service pack:

    Construct 2 version:

        137

  • You can get the X and Y velocity using   ship.physics.velocityX/Y

    so to find the overall velocity in any direction, is like trying to find the longest side of a triangle with pythagoras' theorem

    Imagine 'a' is velocityX and 'b' is velocityY.. the overall velocity would be 'c'

    Here's the full page

    so to get the overall velocity in any direction, it's:

    sqrt(ship.physics.velocityX^2,ship.physics.velocityY^2)

    you might have to put each velocity value inside an abs( ) to avoid negative numbers but i'm not sure.

    there is an easier way though..

    The distance() expression uses pythagoras in the same way, so you can actually just use that..

    distance(0,0,ship.physics.velocityX,ship.physics.velocityY)

    if you do it this way, I just figured it'd be good to know why it works first

    edit: double ninja'd, i aint even mad

  • will do, cheers

  • there's not much to say other than that layout rotation should affect positional audio

    there's been a thread http://www.scirra.com/forum/positioned-audio-layout-rotation_topic70067.html

    irina

  • Link to .capx file (required!):

        https://dl.dropboxusercontent.com/u/53374990/Forum/bugs/AudioRotation.capx

    positioned audio should match the visual representation

    made a cap with a super annoying sound for you to test with

    move mouse to rotate layout

    much appreciated!

    Steps to reproduce:

    1.

    2.

    3.

    Observed result:

    Expected result:

    Browsers affected:

    Chrome: yes/no

    Firefox: yes/no

    Internet Explorer: yes/no

    Operating system & service pack:

    Construct 2 version:

        136

  • GeometriX

    Rotating layouts/layers only affects the visual representation of the game, not the logic. No behaviour, like bullet or 8-direction movement, is affected by the rotation.

    I'm making a platformer with a fair amount of gravity-rotating.

    When you trigger the gravity to flip 180 degrees, the character turns upside down and then the layout rotates to match his angle. What was the ceiling is now the floor, and as you can imagine, any objects to your left or right are now on the opposite side relative to you.. if any of these objects were emitting a sound, it'd be coming out of the wrong speaker, see what I mean? It makes sense for it to 'follow the visual representation' as ashley put it.

    Come to think of it, you'd want this to happen in top down games too.. I can't imagine a game where you wouldn't want the audio to match the visual.

    Also you're right about the movement behaviours, which is one of the reasons i've done my own, layout angle relative

  • You can make it react more believably with just four image points (one in each corner) provided you calculate the force in a certain way..

    First, instead of applying force to just the closest imagepoint, apply it to all four.

    and secondly(you may have already done this), make the forces inversely proportional to the distance from the explosion...(so the imagepoints closest to the explosion have a stronger force applied to them)

    It won't be perfect, but done this way, it will make objects rotate if the explosion is in the right place, like in your diagram.

    you seem like you know what you're doing, but if you need more help i can send you a .capx i made a while ago with this in it.

    a more 'realistic' way would be to make the explosion shoot out a bunch of smaller physics objects that collide with everything around it. (although that's overkill)

  • you've missed something, do a search in the event sheet for the 'score' variable

  • Just wondering if it's planned to make the positioned audio affected by layer/layout rotation.

    for example: When the layout is rotated 180 degrees, an object that was on the left of the player will now be on the right, but sounds played at that object will still be heard from the left speaker.

    thanks

  • Right click + save > to .../Program Files/Construct2/themes

    Also ignore the fonts, as themes do not override them.

    (fonts in screenshots are proFont, and Calibri)

    MonoDark

    <img src="https://dl.dropboxusercontent.com/u/53374990/Pics/darkTheme.png" border="0">

    MonoDarkOutline

    <img src="https://dl.dropboxusercontent.com/u/53374990/Pics/DarkThemeOutlined.png" border="0">

    GcBdark

    <img src="https://dl.dropboxusercontent.com/u/53374990/Pics/darkGcB.png" border="0">

  • it should!

    I recall the link used to be at the top of the main forums page. But it's been gone ever since the last site update.

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  • I agree with everything

    and dark theme = best theme

    Also I noticed that the unselected event border colour is the same as:

    event number

    event branch lines

    inactive group text (not disabled)

    +add action links

    Would be nice to set these separately.. along with having different selected/unselected event text.

    speaking of those '+add action links', it doesn't seem to permanently disable them. On loading a new sheet, the first thing I do is disable them, it looks a lot cleaner without them.

    Also, you should disable that main 'ribbon' bar.. as you can add the buttons you need straight onto the quick access bar... check it out:

    https://dl.dropboxusercontent.com/u/53374990/Pics/c2theme.png