signaljacker's Forum Posts

  • Unfortunately that technique isn't quite suitable for what I need. I'm aiming for a very smooth transition from fast to slow, not an abrupt one and running two audio files in parallel would work fine if they were the same speed but as they won't be they will lose sync (unless the second file was just pitch-shifted eg running at the same speed but at a lower pitch, which isn't really the effect I want). The audio engine in construct 2 seems to do a cool timestretching effect which is quite nice, the 50% speed is still pretty good I just wonder why there's that limitation, I can't really think of any good reason for it.

  • I'm interested in more info about this as well. I have some music which I'm lerping between two timescales but as you said anything lower than a timescale of 0.5 or higher than 3 or 4 results in silence. It's a shame, because it's a really cool audio effect, but too subtle when you can only slow it down 50%. Is there a technical reason for these limitations, or is it something that may be addressed in future?

  • Thanks heaps for a very detailed and useful explanation! That helps a lot!

  • Thanks for the example, it has taught me some new things - any idea why the floor expression isn't working though? If anything I thought using it would be more accurate!

  • Same here - says it's the "heri" virus.

  • Hi, I'm wanting to make a flip-screen system similar to old games such as Prince of Persia, Flashback etc whereby single screens are displayed until the player ventures to the edge at which point it flips to another screen - the thing is I don't want an abrupt jump, I want to scroll the screen to the next point.

    I've set up a camera object with the scrollto behaviour and figured I would hardcode some values and move the camera with lerp when the player was in the correct area of the screen. The thing is it's not behaving the way I expect it to, if you look at the attached capx you'll notice that I've hardcoded the camera to move to 960 pixels if the player x is greater than 640 - but it never gets there, it always stops at 941 pixels! Can anyone tell me why this is happening?

    capx here

    Also, if there's a more elegant way to achieve this effect without hardcoding a bunch of coordinates I would love to hear it! Thanks for any help.

  • That did the trick, thanks! :)

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  • Hmm, changing it greater or equal it works here (and stops at 320 for me) but unfortunately it won't be flexible enough for what I need it to do. Thanks for your help anyway though.

  • In the example capx - at least on my end even if you slowly position the sprite to 320 and leave it sitting there it still doesn't register. Slowing the speed right down yields the same results, it doesn't seem to register at all.

  • Rough example showing the problem

    I'm trying to trigger an event when the player hits a certain x coordinate on the screen - in the example attached when the player hits 320 pixels the top textbox should change its text to say "done" - but for some reason it doesn't work.

    If I store the x coordinate as a private variable and test that instead, it sometimes works - but not reliably. I know I could use an invisible sprite to trigger this but I would prefer not to, and am interested to see why construct doesn't play nice triggering events from screen positions. Any advice appreciated.

  • You can find it directly above "set immovable". Immovable is a bit different from disabled - physics objects set to immovable simply don't move but other physics objects still interact with them. If you actually disable the physics on an object however then other physics objects will no longer interact with it and this can sometimes be beneficial as a lot of physics objects on screen at once can slow the game down. It all just depends what you need anyway I did a quick example which shows you how it works with physics disabled on collision example

  • All you need to do is put an event in that disables the physics behaviour of the knife as soon as it collides with the target. So your events would be something like:

    (Event)

    For Each Knife

    Knife is overlapping Target at offset -10 (this will ensure the knife overlaps the target by 10 pixels and looks like it has pierced it)

    (Action)

    Knife Set Physics Disabled

    That should stop the object but retain the angle etc.

    The only issue with this method is it is indiscriminate about which part of the knife sticks into the object (so if the handle hits the object it will still stick in)

  • I would like to know how to do this too - the only way I've worked out is really stupid and involves setting everything to have platform behaviour and then using the "has wall to left/right" conditions like this. But it doesn't seem like a good way to build things and I bet having a platform behaviour on everything will slow the game down.

  • It could be done several ways, here is one example.

  • Ahh yes, I see what you mean now. I believe construct classic had the condition "object overlaps point" which appears to be missing from construct 2 at the moment. Hopefully soon we'll have a more robust collision system.