Liberador's Forum Posts

  • Thank you. We like your work.

    Please, could you add to your website a section called "new music tracks" or "new additions" or something similar?

    That way we could easily be aware of your new creations.

    Kind regards.

  • ...I'm not able to delete the Projects that I've made...

    MENU > Settings > [Clear recent projects]

    Also, how do I get the layout page back to its default setting?

    MENU > Settings > [Reset bars & dialogs]

  • I like games with simple and minimalist graphics but entertaining mechanics. Thanks for sharing your progress in this game.

    All the best.

    ...if you want to make a volume slider that reads 0-100, you can use the new NormalizedVolume expression.

    Great! Thank you so much.

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    Hi Ashley, to translate, we are just asking for something that even artists or non-programmers can understand. And I don't mean actual or pro artists; I mean the wannabe kind.

    To illustrate, just give us an action that makes us feel like we're making progress and feel like tech savvies with no effort. Leave the dB values to the nerds.

    That is the point. We prefer to buy a game engine because we need a tool that allows us to create games quickly, easily and intuitively. That's supposed to be the main purpose of any good game engine: to make tasks as easy as possible in terms of time and effort. We don't want to be intellectuals handling complex mathematical formulas, and we don't want to be programming experts either. We simply want to be efficient in creating games, and we are willing to pay for a tool that offers us this possibility.

    This is my opinion.

    Kind regards.

    This does not work well as you want 50% on the slider to somewhat be perceived as half as loud, this is why the exponential formula that has been posted multiple times works better.

    Even if the user is given the approximation formulas like volume^4 or 33*log10(volume/100) where volume is a value between 0-1, I still get the feeling most probably still wouldn't be able to apply that knowledge to their own projects themselves...

    This is why I think Construct should provide an alternative (non exclusive) option to perform this task automatically, (please, let me repeat the keyword: automatically), without the users having to manually type complex mathematical formulas and try to understand and apply them correctly for something as common and necessary as controlling the sound volume in any game.

    I think it would be misleading to call that option "percent". If there's another mode, it should just be the 0-1 value that goes directly to the Web Audio API, and then you can use your own formula if you want.

    Yes, I agree.

    I'm not sure what every software developer who has ever made a volume slider has done, but I would guess there is either a special case for volume slider 0 = -Infinity dB (i.e. at the very bottom it becomes a mute), or a very short linear ramp at the very bottom of the scale, or perhaps some other exponential formula that ends on 0. I think just special casing 0 = -Infinity is a reasonable way to handle it.

    I think an exponential formula that ends on 0, as several users suggest, is probably most convenient.

    Best regards.

    Hello Ashley, thanks for answering.

    What I am suggesting is that Construct automatically applies the formula 33*log10(percent/100) to the value entered by the user when he chooses the "Percent (%)" option in the dropdown list, and thereby he obtains a perceptual result, i.e. a result that the human ear perceives as balanced in relation to the value entered, between 0% and 100%.

    For this reason, at the end of the action description, it would say something similar to this: "In percentage, a formula is applied to provide a perceptual result."

    In this way, the user would have the option of setting the sound volume in a more friendly and intuitive way, but without eliminating the possibility of entering the value in decibels for those who prefer it.

    That's why I suggest that both options be available in a dropdown list.

    Best regards.

    And what if both options were available?

    We would really like to see in Construct something like this:

  • You could duplicate the player sprite only while he is in any portal, then place one player sprite in each portal.

  • Hello. Although I am a certified expert using another game engine, I am a newbie using Construct (I am testing it before deciding whether to buy it). However, I think I can help you about what you are asking for.

    So, I have created a Construct project file that contains the solution to your problem. When you run it in Construct, you will see a player sprite, a chaser sprite, and a wanderer sprite, all of them are restricted to the 8-directions movement.

    Here you have the download link:

    drive.google.com/file/d/1thuWgXSWBR7WElS5VUihSKgBK1IbiJvV/view

  • It looks great.

    Thanks for sharing. We would like to see the future progress of your game.

    Good luck.

    Greetings.

    (Sorry for deleting my last message several times, but I can't find the option to edit it, so I had to delete it and create it again.)

    If you find older topics about it the dev explained his reasoning a few times.

    Yes, I have read them now.

    ...And he says volume isn’t linear so 50% doesn’t sound half as loud so decibels are better.

    I think this would not be a problem, since the description of the action to set the sound volume using a percentage could warn that "a formula is applied to provide a perceptual result."

    But I prefer setting volume from 0-100 instead of -infinity to 0 so the conversion formula is helpful for me.

    Me too, without a doubt, because I need to use Construct 3 as a practical and intuitive game engine, and not as an accurate sound editor.