sqiddster's Forum Posts

  • Hmm, you might need to play around a bit, but try something like this:

    If distance < threshold, Trigger once

    Play audio looping

    If distance > threshold, Trigger once

    Stop audio

    Something along those lines should work.

  • dusoft I guess it really depends on your HUD, and if your platformer is scrolling or single-screen. Single screen will be a bit trickier, but scrolling shouldn't be too difficult.

  • Happy to help <img src="smileys/smiley2.gif" border="0" align="middle" />

  • dusoft remember that C2 is not magic. You have to decide for yourself what you want, then tell C2 how to do it. For instance, you have to consider the consequences of supporting multiple resolutions, which can be more convoluted than you think, and heavily relies on the individual game.

  • Wow, looks like almost exactly the same thing as Spriter! Even the UI is almost identical! If there's one thing I can't stand, it's a blatant ripoff.

    I could be wrong but from what I've seen it looks very, very similar.

  • set volume to: -distance(player.x,player.y,emitter.x,emitter.y) / factor + startingCondition

    Factor should be something from 10 to 200, and determines how quickly the sound fades out when you move away. StartingCondition is the volume you want when the player is right on top of the emitter.

    Hope this helps a little.

  • Hello all,

    I think one of the biggest features missing from the editor is the ability to properly scale/rotate groups of objects properly. At the moment, if I select a bunch of objects in the editor, and try to rotate or scale, they will all rotate and scale individually, without updating positions to keep the same initial arrangement.

    I'm confident that this setup is fairly useless - I cannot really see a situation in which this would be beneficial. However, I think many users would benefit from the ability to scale and rotate groups of object properly.

    How many of you agree?

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  • Yeah, I just use an object instance variable, then set the gravity angle from this variable every tick.

  • Why not use groups? You could put all your attacking events in one group, etc. As a plus, it lets you collapse groups.

  • An example would be a huge boss with lots of turrets and body parts - adding these to a container makes your eventing so much cleaner.

  • A good initiative! If nobody tells them there's a problem, how are they supposed to know?

  • 16 days until C2 gets greenlighted! :)

  • Are you referring to the editor or at runtime?

    I'm assuming you mean in the editor, and in that case I agree that point sampling for upscaled sprites would be a nice option to have.

  • Excellent! Looking forward to it.

  • Very atmospheric, nicely done!