thehen's Forum Posts

  • CrudeMik Haha, my hometown is Norwich so not far ;)

    I'm not sure what you mean by adjusting the ranges independently? You can change the pitch with playback rate, but anything more advanced than that is limited by the web audio API I'm afraid.

    Awesome music showreel btw, amazing stuff.

  • CrudeMik I better get that hug!

    So yeah, you're right. Using the same sound multiple times won't work with that method. The best way to approach this is to still have it as the same sound that plays, but to base the volume on the nearest emitter to the player.

    Here's an example: https://www.dropbox.com/s/lqfx4qwifiku39c/audioemitters.capx

    I'm not sure I understand your mixing question though.

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  • Right CrudeMik, there's a lot of stuff you're approaching from a wrong angle that will quickly make this project unmaintainable.

    Here's an example .capx that shows one way you could be handling audio:

    dropbox.com/s/lqfx4qwifiku39c/audioemitters.capx

    You may want to add more control over the emitters, such as sharper falloff, greater cut off distance etc. These should always be defined as instance variables! This way you reuse the same code for every emitter.

    You don't need so many footstep sfx either. Look at the 'set playback rate' audio action to add subtle pitch variation using Random().

  • The trick is to use families for this sort of thing. If you can set up a simple .capx with what you're doing, I'll put together a workable solution.

  • CrudeMik I don't understand why you can't just set volume based on an objects distance, from another. For pitch shifting based on motion you can just change the pitch based on velocity.

    Any reason why you want this explicitly as a plugin?

  • FrodoBaggins excellent, let me know how it goes.

  • Try this: https://www.dropbox.com/s/cqmznbs0urxb41h/Snowboard.capx

    Essentially you need to apply a force towards the angle of the floor so that you 'stick' to it. It checks to make sure your y velocity is negative so that it doesn't apply force the when you're jumping.

    You're still going to have an angle issue though.

  • I've heard of Adsense accounts getting shut down because of HTML5 game integration. It breaches the TOS and is strongly not recommended.

  • FrodoBaggins has picked up on an issue that means anything that isn't the example won't work. Just fixing now.

    • Edit ->

    Open up the following files and replace the WindowsPhonePluginForConstruct2 with the name of your project (you can find it in project settings inside Construct 2): App.xaml.cs (line 9 and 11), MainPage.xaml (line 2) and Mainpage.xaml.cs (line 15 and 17).

    Should be working now.

  • FrodoBaggins PM me your .capx and I'll take a look :)

    Thanks EyeHawk that took me a while too!

  • Cool guys, I hope it comes in useful.

    FrodoBaggins What exactly is it you're struggling with? Audio can be a bit complicated as you have to detect the platform to choose whether to use the audio plugin or this one. I'll write up a tutorial soon.

    Start simple with a vibrate on button press then expand from there.

  • You can assign RBG values to 3 variables and apply a tint effect on an all-white sprite with the corresponding values.

  • <img src="http://i.imgur.com/sJLFZ49.jpg" border="0">

    <font size="4">Windows Phone plugin for Construct 2 bridges the gap between HTML5 and C#, allowing for better performance and simple store certification.</font>

    <font size="5">View the complete guide to getting your Construct 2 game running with this plugin here.</font>

    <font size="5">Limitations:</font>

    • Web fonts do not work when loaded locally. If this functionality is required, I highly recommend using the Sprite Font plugin.
    • All audio will have to be converted to .WAV and added to the exported project separately.

    <font size="5">Conditions:</font>

    <center><img src="http://i.imgur.com/sqTHim8.jpg" border="0"></center>

    <font size="5">Actions:</font>

    <center><img src="http://i.imgur.com/T7GnZtk.jpg" border="0"></center>

    <font size="5">Tutorial:</font>

    Firstly download the plugin and extract to <install path>\exporters\html5\plugins.

    Next, open the included example .capx to see how everything works.

    Included in the download is a Windows Phone project. Use this rather than exporting your own project. All you need to do for your own game is to convert your audio to .wav and include it in your media directory, then export to a separate folder and copy your c2runtime.js and images across to the project.

    In the Visual Studio solution explorer, ensure your assets have been added to the project (right click -> add -> Existing items).

    Debug the app on either a device or the emulator and test the functionality to ensure it?s working.

    <font size="5">Download (includes .capx example):</font>

    Windows Phone Plugin For Construct 2

    Tagging: FrodoBaggins EyeHawk curv Dgsstan beufreecasse

  • I found the existing Windows 8 functionality in Construct 2 was perfectly fine. I'd recommend starting with that, as it's officially supported, then if you find there's something you can't achieve, to consider third-party plugins.