tulamide's Forum Posts

  • the indices for x and y don't change, so just use the examples you found and simply replace everything that refers to a complete array with the values valid for your z-axis.

    For example:

    For each element => replace with a for loop ranging from 1 to 16

    array size => replace by number 16

    arrayat(x) => replace with arrayat (0, 3, x)

    etc.

  • So is this still being developed? I was interested in putting it in my game with a scream attack, along the lines of microphone from Kiby, where when you yell into the microphone (if you have one, otherwise it just automatically does damage) it does damage to all enemies on the screen based on how loud you were.Alternative (may even be preferred?):

    https://www.scirra.com/manual/144/user-media

    https://www.scirra.com/manual/109/audio

  • "I'm excited."

    I couldn't help giggling. Blossom indeed was very nervous and excited since she posted her letter to the community. And while she now thought of day 0, a few notes of her melody slipped away from her. The ones with the deeper frequencies.

    "Wow, that was a good one", I said grinning. "Might as well share it with the community."

    "DON'T YOU DARE", she screamed. I walked to the pc and started playing her.

    "See? You're as beautiful as ever, nothing's changed. It was just natural."

    "But please don't tell them. I'd be so ashamed, if they laugh."

    "Don't worry, the Scirra com will never, ever, make fun of you!"

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  • Great job

    can we have a cap?

    or link to plugin that helps

    please...

    (I try to make equa. clouds in my game)

    same question http://www.scirra.com/forum/equalizer-visualizer_topic72605.htmlHere's my example. Search function could have helped <img src="smileys/smiley2.gif" border="0" align="middle">

    http://www.scirra.com/forum/web-audio-real-time-guitar-eq_topic75526.html

  • The sine behavior is not designed for that. Its destination is to loop indefinitely.

    Luckily, doing your own sine-based behavior is one of the easiest things in programming (at least if your ever heard of sin and cos in school and know how to use wikipedia).

    Here's a simple example (copy.com link): throw_sine.capx

  • Well, you've heard her. Man, she was nervous. But now there's no way back! So, all of you, do whatever you can to help Blossom.

    As soon as Blossom shows up here, you have one week to do whatever she inspires you to (if at all). Artwork, prototypes, stories, apps, even small games. Prepare your tools, send your wife/girlfriend/mother on a vacation, make sure there's enough coffee and give your very best!

    Spread the word; the more participate, the more fun.

    More information on day 0.

  • You shouldn't attempt to translate Construct 2 right now. We don't actually support translations.@Ashley, has this changed yet? Could you elaborate a bit on this?

    (And why is this topic in "website issues" <img src="smileys/smiley36.gif" border="0" align="middle" /> )

  • Combine relative values and functions (one function for each formation/style).

    Make sure, the sprite instances are clearly seperated by setting a instance variable.

    By relative I mean to not work with absolute values for the sprite instances, but relatives to the concerned instances plus a general offset that is applied to all of them.

    The functions then should pick only those matching the IV.

  • So you click a color in the list and nothing happens?Right.

    Have you got Internet Explorer installed and updated? Uninstalling it can disable some Windows features which could be the cause of this.Internet Explorer 8 exists and gets updated regularly through the system updates (mainly security issues). Its version number says 8.0.6001.18702 which I believe is the last published version.

    Is the color picker that is not opening the same as the one from the image editor? That one works, so what is the difference?

    What makes me wonder is that nobody else already mentioned this or is confirming. I hope I'm not the only one using XP SP3 32-bit with C2.

  • LittleStain

    You're right. I really thought you were trying to argue against the use of 'density'. I have to apologize. Also, I totally agree to

    I meant it's only "natural" the shape of an object (the collision-polygon) has an effect on the physics. Both the point of gravity and it's "mass" should be related to it.

  • Changing these settings would take away the point of physics.Nobody's changing these settings.

    But not using the density parameter to adjust your object's weight is exactly the opposite: you're falsifying physics.

    For example, there's a crate filled with iron bars, and a second one right beside it, filled with nothing. They both look the same, but they aren't. Not changing the density will make them behave all the same - which simply is wrong.

    That's what the density parameter is for.

  • This is a huge problem for me. Is there really no way to turn off this mass=size thing? In real word this may be how things works, but in games it should be all about accurate numbers.I think there is if you don't mind some effort.

    From the manual: "The object mass is calculated as its density multiplied by the area of its collision mask"

    So, in theory you should be able to have it any mass you like. A 32x32 collision mask with a density of 1 will have a lower mass than a 32x32 collision mask with a density of 2.

    You'd only need to have a concept about your object's masses and then accurately calculate them to be able to set the density parameter accordingly.

  • makotto eli0s

    You're welcome! <img src="smileys/smiley1.gif" border="0" align="middle" />

  • My suggestions would be quite easy to implement, as the web audio api already offers all of it:

    1) The ability to mix/submix.

    With web audio one can do amazing things using effects and filters. But, when you have a set of sounds that should act in a context, it is very painful to edit every single sound. Imagine the steps of a player, the 'swish' sound when he swings his sword and the shot sound from his second weapon, a crossbow. All of them should sound within a cetain context, for example a cave he's exploring, or a forest, where he gets ambushed.

    Currently we would need to create the very same effects for all of the sounds and change all of them seperately depending on the player's location. But with a submix, I could create a new audio tag (e.g. "player sounds") and route all of the player's sounds to there, while only needing to change the effects applied to "player sounds". This gets even more intersting when taking into account the enemies and their sounds. A submix "enemy sounds" could be created and a "ambience" mix, where both "enemy sounds" and "player sounds" are routed to. Now I'd only need to apply/change effects of "ambience", instead of hundreds of single audio tags (which also reduces CPU load).

    Web audio already supports this. Every audio node accepts input from multiple outputs. There is also javascript example code in the api's documentation.

    2) Splitting/merging channels

    Currently an audio file is treated as a whole. With the analyser node we can access peak and rms information, but only as a sum of all channels. It would help much if individual channels could be accessed, for example to distinguish the peaks from the left and the right channel of a stereo file. After the analysing they would be merged back into one audio stream.

    Web audio already offers this. It's the channel splitter node and the channel merger node.

    3) Extending the looping feature

    By adding loop start and end we could have some very nice additions to the current implementation. For example a file with a nice intro before the main theme. Loop start would then be set to right after the intro, resulting in playing an intro followed by an indefinitely looping main theme.

    Web audio already offers this as attributes (loopStart, loopEnd) of the AudioBufferSourceNode. This should only be offered for sounds of course, as only those are buffered in memory, while music is streaming.

    4) Recording feature

    I may be the only one wishing this, but I add it to this wish list nevertheless. An option to record the final output to disk. This could be realized with the ScriptProcessorNode and its AudioProcessingEvent.

    Ashley

    Let me again point out that all the features are already there. They would "only" needed to be made accessible in C2. So the workload would be quite low compared to features that would have to be programmed first.

  • Sure, a capx is no problem. I just wanted to avoid sharing unwanted solutions.

    It's pretty simple, btw. The whole demo is just 8 events. EQ is just a form of filtering, but instead of the standard filters like low pass, high pass or band pass, you need a filter that focuses on a smaller range of frequencies. Web audio offers a filter node which you can apply to the audio stream as often as you like.

    Within the filter type list you'll find a peaking filter, boosting or attenuating certain frequencies - exactly what is needed for eq'ing.

    You set the peaking filter to a center frequency and a width. If you add this filter a couple of times you effectively build an EQ.

    With "set effect parameter" you can change any value like frequency, bandwidth (the "q"-parameter) and gain during runtime.

    And that's all^^

    Dropbox link: audio.capx