LaMachineFactory's Forum Posts

  • Thanks for the tips, I'll give it a try !

  • Ok thanks for your answer. 🙂

    I hope that one day Construct will support multiples audio tag and let apply fx on master output 🙏

  • Hello,

    I followed the Audio Analyser exemple, it works well but it only applies on a specific audio tag.

    I have multiple audio tag (like "KICK", "RYTM", "BASS", etc...) and I would like to have one analyser on the master output, is it possible ?

    I would also like to add some effect on the master output rather than on separate tags (I think the answer would be the same, but I precise if it can help :)).

    Have a nice day,

  • Thanks again Dop2000, that is exactly what I want.

    You deserve some coffees :)

    For precision about the behavior that don't follow the mouse angle, it may look less intuitive (and yes it is), but it is far more precise to make some live modifiation :)

    Thanks everybody for your answers and your help :)

  • Thanks a lot Dop2000, I'm at work now, I'll try it right after. :)

    AllanR, I understand your point of view for circular control, but in the "music world" the knob behavior are more often like what I described, (like in vst and DAWs per exemple).

    Ps : didn't tryed it yet, but indeed it would have to continue if mouse goes off the knob ^^

  • Thanks a lot too dop2000 :)

    Unfortunately this is not the exact behavior I'm looking for.

    If I'm not wrong, the side your knob is turning depend on the side I click on.

    I'd like the knob to turn clockwise if I drag to the up, and anti clockwise if I drag to the down (regardless of where the user click), with a limit of around 300°, and it set a variable depending on the position.

    The purpose is to make a knob smiliar to a gain/FX knob on a guitar amp.

    I tried the newt's solution, but I only managed to do it to follow the mouse position, and the value is set to default at each click.

    AS a workaround I was think about creating an invisible slider on the top of knob (because the behavior look a lot like of a fader one), but I have the same problem : beacuse the slider appears at the same place, the knob is not keeping his position so the value is set back to default each time I click on the knob.

  • Thanks a lot newt, I'll try it :)

  • Hello,

    I'd like to create a rotary knob (it will apply audio FX on some audio tag), but I don't know ho to do it.

    I'd want that when a user click on the knob, he have to maintain the click, then drag and drop to the up or down to change the value (like in audio VST). (don't want to be set by the angle of the mouse).

    If he click later on the knob, it must not reset the value but goes from the value it was before.

    Knob will not have to do more than 280° (like an audio knob ^^)

    Can somebody can help me please ? :)

    PS : my first search seems to go to anglelerp expression, but I'm too noob to find how to use it properly :/

  • Hello, can we have more information on a date when Spriter will support runtime C3 please ?

    I can't make function in runtimeC2 wih is lilttle annoying.

    Thanks :)

  • I can't wait for Construct 3 working with Spriter

    Maybe do you have an estimate date of arrival ? ^^

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  • Thanks a lot four your response

    I will take the second option as I'm already using functions and family, but that's true that I don't use the param things (neither the pick) , I have to read about it.

    Thanks again, I'll tell if I manage or fail to do it.

  • Hello, first post here, so I want to congratulate Scirra for their amazing work, and the construct 2 community to gave me a lot of answer with having to post here. But this time I can't find a solution by myself.

    I'm making a game that is a kind of tower defense/shoot'em up/beat'em up where you choose (1-4) heroes from a selection of 10, and can switch from one to another in game.

    What I want to do is to use a variable as an object in expressions, for exemple, in my game I have a variables that contain the name of the Hero the player choose for the A slot, another with the chosen Hero for the B slot (etc for C and D). So one variable per slot : ChoixHeroA / ChoixHeroB / ChoixHeroC / ChoixHeroD

    It would make me earn a lot of event, especially on the smooth HP bar system that use an "every tick" event to use them in expression to remplace the Hero name by the name contained in the variable. But I can't do it so I must make every scenario possible, that is a long thing to do (not a problem , i can deal with it), but also CPU consummating .

    Here what I want to do ( would make 4 events only : one per slot) :

    lerp(self.width, (ChoixHeroA.POWER/ChoixHeroA.POWER_MAX)*BarrePOWER_A.LargeurInitiale, 5*dt)

    Here what i have to do ( make 40 events : 4 slots x 10 hero) :

    lerp(self.width, (HardcoreGirl.POWER/HardcoreGirl.POWER_MAX)*BarrePOWER_A.LargeurInitiale, 5*dt)

    Sorry if it's a noob question (I'm more into graphics stuff than development), and thanks you for your responses.

    If it's can help here's a link to the very alpha of a level, the expression talks about the red bar to the left : http://alphatest.freeteknodefense.com/

    (arrow for moving, "E" to switch between heroes - or gamepad and "B" to switch)