SoupOrWorm's Forum Posts

  • > You could do it with an array. That would avoid the overhead of picking. Beyond that you could do it with js to be a bit faster. Finally, you could do it with a few effects which is faster still:

    > dropbox.com/scl/fi/ircvqkuu0p86ako11h34u/frontline_w_effects.c3p

    >

    > That works great as purely a visual. If you wanted to access those edges you'll probably need to do one of the other methods.

    Thanks for the tips. I might try some of those out too, but I just found another way as well; I just pinned a box to the player and used some code and parameters to only update the frontline in that box. It's a huge improvment already.

    It seems that this optimisation causes a bunch of points around the edge of the square to not appear properly. I'm not sure what could be causing that, but I'm working on a fix.

  • You could do it with an array. That would avoid the overhead of picking. Beyond that you could do it with js to be a bit faster. Finally, you could do it with a few effects which is faster still:

    https://www.dropbox.com/scl/fi/ircvqkuu0p86ako11h34u/frontline_w_effects.c3p?rlkey=x69nftupmwepk22idoycmf8vj&st=uhxgwm1i

    That works great as purely a visual. If you wanted to access those edges you'll probably need to do one of the other methods.

    Thanks for the tips. I might try some of those out too, but I just found another way as well; I just pinned a box to the player and used some code and parameters to only update the frontline in that box. It's a huge improvment already.

  • You're probably on the right track for a way to do that. Basically, drawing to a 2d grid and then looping over it to find the edges.

    Your screenshotted events aren't working because you first pick one point, but you can't pick the second point when the first is already picked. A quick fix would be to add a "pick all point" condition after the finding if the point was blue.

    It seems to be working; Thank you! The only issue now is that it is insanely laggy. Any ideas on how to optimize this?

  • Ok so I got s'more progress. I tried writing the algorithm that places the line points, but it doesn't seem to be doing anything. I have a hunch that it is because of the "pick" command, because I don't really know how to use that. Please let me know if you see any potential bugs (the code runs when the player moves into a blue area, changing the point to red and thus updating the line. also, the bottom 2 lines are copy pasted and altered beneath the screenshot so it also checks and places above, below, and down, in theory at least.)

  • Update: I've been thinking about this for a while and I think that the best way would be to use loops to put a bunch of points on the screen and then use some sort of algorithem to check what color the point next to it is and create a "line point" between them if it is diffrent. Then, I draw lines (streched sprites) between the points.

    I need to implement the second half of that idea still but the first half is done.

  • This is pretty hard to explain but I am making a game that is loosely inspired by this animation:

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    The part that I am concerned with right now is the quite literal front line. The main two parts of this that I need to figure out are #1 how do I make it so a sprite moving into it shifts that part of the line backwards? and #2 how can I make encirclement manuvers work (if the line intersects itself, it connects creating an encircled area in the process). Any ideas?

  • Update: I found a solution using arrays and setting parameters to 0 to make it work but it would still be nice if this was a feature.

  • Also, I need to be able to set the parameters without knowing the order as well, so that is a different but very closely tied issue that I'm facing.

  • There is an action to remove all but not to remove one specific effect. I also can't use the set effect parameter action because that requires them to be added in a specific order, but I don't know what order the user will ad the effects.

    Tagged:

  • The closest you can get to achieving this without delving into complex js scripting involving the Web Audio API and audio file formats is by using the Video Recorder plugin. You can record the modified audio as it plays and then trigger the download by passing VideoRecorder.RecordingURL as the URL.

    Here's how to do it:

    I didn't know you can record it as mp3. Thanks!

  • It seems that you can only apply effects to tags, not the actual files. If anybody has any clue how to actually alter the original file, or make a new one, or download the tag I'd love to hear it.

  • Update: I have found a way to download the OG audio files! It doesnt work for the alterations yet, but that's progress.

    Edit: Also making it mp3 is pretty easy to say the least :P

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  • I see… thanks for the response

  • Basically my plan is to import a bunch of recorded sound clips to the tool, and then make it so the user can alter any of the sounds (such as by applying one of the Audio effects to a sound tag by pressing a button), and then make it so you can download the altered sound as an mp3 or wav file. The part that I dont know is how to make it so you can download the altered sound as an mp4/wav.

  • Hi, I got an idea today to make a realistic sound generator. Basically Bfxr or Chiptune but for a bunch of realistic samples rather than retro style ones. I think C3's audio plugin has all of the audio effects and parameters I could ask for, but the one issue is actually installing the sound file after the changes are made. I tried using Browser's Invoke Download, but I couldn't see any way to use that to download an audio file. Does anybody know how to download a tagged sound file?