Sushin's Forum Posts

  • Right, but your DestinationX/Y are stationary. I'm looking for any car sprite that is near any other car sprite in one specific direction (Sprite.Angle in this case).

    Unless I'm mistaken your solution won't solve my problem.

    No, I use this same thing with Player.X and Y. It doesn't have to be stationary at all.

    One other way you can do it is to pin a invisible sprite to the car and when that sprite collides with an object, register the detection (think of it as "line of sight" detection)

  • For Kickstarter you are asking for funding for an idea. You aren't actually profiting off of something you made in Construct 2 if it succeeds.

    So no, you don't have to buy the license to run a Kickstarter to make and sell a Construct 2 game.

  • Well, I can show you how I deal with this. It detects objects in a square shape rather than a circle, which is what you seem to be doing (i think)

    <img src="http://puu.sh/3ALqr.png" border="0" />

    Basically, if the fish is within 5 pixels (10 pixels squared for the entire area) then the event will trigger.

  • Sushin

    just multiply the set volume with the distance of the 2 sprites (every tick)

    if you started the sound with 3d effect it will remain 3d but with the added soundfading

    example set volume

    -10*distance(Sprite2.X,sprite2.Y,Sprite.X,sprite.Y)/100

    Thanks. It's a little rough but that did the trick.

  • Uh, I see what you mean.

    On top of the sound pollution, you might want to also reduce the total amount of NPCs that spawn, because at one point my fps dropped to about 1 and we weren't even in combat.

    The sound just becomes absolutely terrible, even if one sound is playing and the game starts lagging, and it seems to lag for no apparent reason sometimes. It's unplayable really.

    I guess the solution I would do is, besides the lag, make it so only a set number of gunshot sounds can be playing at the same time. I never had to do that so I'm not exactly sure how I would go about that, but that's the best solution I can think of. You simply don't need a room of 20+ guys to each be playing the same sound on top of each other.

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  • I just played your games and the gunshots are absolutely fine. The doors on the other hand are sounds the player doesn't need to hear (unlike enemy gunshots) and that's what is polluting the game.

    My suggestion is to only make the doors make noise when the player goes through them.

  • Every Tick (or when you want it to rotate)

    Set Angle to Self.Angle + or - (amount)*dt

  • maybe you can check the distance, then stop it completely

    not sure it is the more efficient way though

    Sushin

    There isn't a way to do it with 3D sound...?

  • Sushin

    perezbalen

    It is called containersI think that's what I meant...instead of parent.

  • how do I use parenting?

    Click on an object and in the properties section there should be a "parent" thing. Anything that is parented to something will be created with the object and deleted with the object, so you don't even have to do those things when handling the original (parent) object.

    I didn't have to use UIDs at all doing this, but always make sure you reference the parent object in the events and not just the actions when handling parented objects.

  • If you aren't using parenting, that solved similar problems that I was having. Parenting and event groups will help a lot. Also, make sure you delete all cloned and parented objects at the start of the layout.

  • You could lower the volume of the enemy gunshots, or even use 3D sound to lower the sound of distant gunshots.

  • Hi guys. I'm trying to get an effect where a sound will disappear if you get far away from it but I don't really understand how the sound works in construct.

    This is what I'm doing now and it works to a degree, but the sound never fades out entirely (maybe its because i'm not going far away enough but I need it to fade out from less distance)

    <img src="http://puu.sh/3A1mZ.png" border="0" />

    Also, I did set a listener object. The sound DOES fade, but I need to get it to fade out entirely after a distance of say 2000 pixels. What should I do here?

  • Hm...Well nevermind actually.

    I took another look at the sample project and it turns out I was using destination out on the layer instead of each individual object, and that was causing the problem.

  • Hi guys and gals.

    I've been having a peculiar problem using the method from the sample projects to create simple lighting, using the "destination in" blending mode.

    Sometimes, the darkness will appear grey or white depending on the window size and such. For instance, this is a screen shot in fullscreen mode:

    <img src="http://puu.sh/3vXSd.jpg" border="0" />

    This is what the game is supposed to look like, from a screen shot not in full screen mode.

    <img src="http://puu.sh/3vXWd.jpg" border="0" />

    No clue what the problem is but is there an alternative simple lighting method that won't require me to change a whole lot of stuff, or a fix for this?