oceldot's Forum Posts

  • Has anyone managed to do this? I've been able to do it using variables for time and gainlevel, and then decrease the volume with the Set effect parameter action, but it doesn't seem to do anything when I run the game as an app or previewing over LAN on my Android device.

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  • on start of layout

    repeat x times ----> system|create *x_object* on layer *Y* at ( random(LayoutWidth), random(LayoutHeight) )

    -EDIT-

    Oh sorry, this isn't what you want. You want to create and distribute the objects randomly from within the editor, not at run time. There isn't a way that I know of...

    Closest thing for variation purposes is to do what Hardty said.

    on start of layout ----> x_object | set position to ( random(LayoutWidth), random(LayoutHeight) )

    Actually, I think your first suggestion looks interesting. I haven't seen the Repeat event before. Thanks!

  • oceldot why not place the object on the layout manually?

    Well, it's physically possible of course, but I want to have quite a lot them, and it would be nice if they didn't show up at the same place every time.

  • I want to generate x objects at layout start spread around the layout randomly. I know how to do the random bit, and I'm also able to create objects every x second, but I want this to happen before the game start, to get a sense of variation.

  • I would also love to know about this.

  • H*ly **** that game looks nice. Hope to see more of that soon.

  • Oh, yes, that's an other thing. You can only have one audio file (which is imported into the music folder) playing at once. I always import everything as sounds!

    Yeah, there seems to be some limitations when it comes to mobile. I'm not really sure if doing it this way has any effect performance wise when aiming for publishing as an app, but I would say it seems logical that it shouldn't.

  • I don't understand, Is there a reason to discard the advanced audio functionality? Compatibility perhaps? If not, it's by far more versatile since you can dynamically sculpt your sound at will, adjusting the same source to get resoults for many different scenarios...

    Not at all I'm doing that. I just noticed that music files doesn't seem to be compatible on Android (the effects applied, that is), so I was a bit worried that all my work was for naught, but it seems to be working fine if sound files are used (importing to Sounds folder, not Music folder).

  • > Thanks guys, I'll play around and see if I can get what I want. As for Reaper, never heard of it. Seems a bit expensive, I think I'll stick to Audacity, but it's always interesting to hear about tools fellow aspiring developers use

    >

    Reaper's free, unless you're planning on selling your game.

    Yeah, I saw that. I'm planning on charging a few cents for the game on Google Play, so it's probably best I use freeware/open source for now.

  • Thanks guys, I'll play around and see if I can get what I want. As for Reaper, never heard of it. Seems a bit expensive, I think I'll stick to Audacity, but it's always interesting to hear about tools fellow aspiring developers use

  • Looks like you are using the new beta version. Can I install that side by side with my existing version..?

  • I was hoping I could add an effect that would distort my music when the playable character is underwater, somehow muffled I guess? Has anyone achieved this? I've tried to play around with the effects, but not finding exactly what I'm looking for.

  • It seems Global was just what I needed. Say, would it have any effect on performance to use Global on all of my HUD objects? If I only need to put the objects there in the first layout, maybe it would save some memory as I don't need to put them there on other layouts.

  • I guess it was my 8 Direction Movement behaviour assigning solid or something. Moving the object with actions did the trick I believe. Sorry about that.

  • I have several layouts, where basically only the main one has solid objects. The others are background layouts with no collision detecion and solid objects. However, on one of the background layouts I need to check for collision between two objects, but they collide with objects on layouts in front of them. Can I avoid this somehow? Seems to be a bit heavy to check for collisions on every tick and disable it when the object is colliding with all the objects in other layouts and then enable it when it collides with the other object on the same layout..?