WackyToaster's Forum Posts

  • Couldn´t see or find a way to do it. Is it not possible or am I missing something?

    Also... first! :V

  • Oh wow I was absolutely blind about that, probably because I never use Anchoring myself.

  • Ok now I´m getting confused. Your project seems somehow... corrupted? I tinkered around with it and it actually doesn´t work, but starting with a new project and doing the exact same thing... works fine. I really don´t know what´s happening. Am I missing something? In any case, the event should pull the camera towards the player, but what actually is happening is that the player is pulled towards the camera, you can see that when you disable the players platform behavior.

    This seems like a case for a bugreport, I have no idea why it would behave like this...

  • You should probably post this as a bug report

    github.com/Scirra/Construct-3-bugs/issues

    But it´s a weird issue. It seems to highlight the entire game canvas, there might be some build option to turn it off in xcode aswell, I´d suggest posting this to the apple dev forum too: forums.developer.apple.com/welcome

    Game looks cool btw!

  • According to my crystal ball readings you applied a scroll to to the player, causing the camera to move with any little movement of the player, often making it look jerky.

    What you could do instead is to create an invisible camera sprite (with scroll to) and attach it to the player like:

    Crystal ball readings are non-refundable.

  • For the most part it boils down to preference. I use Krita for drawing stuff because I like how it handles drawing, but I also use Photoshop for many things.

    Gimp will also do just as fine, so will Paint.net. In case of Piskel/Graphicsgale they seem to be specifically for pixel art, that´s fine if pixel art is what you want to go for.

  • Can you tell me more about it ?

    I have an instance variable where I can type the name of a function to be called when I click the button. And another for function parameters. Makes it easy to set up everything without having to specifically have an "on button clicked" event for each button and makes it easy to use multiple instances of a button that do different things.

    As for price there's two ways to do it.

    Three: Forego monetary gains and release it for free. Adds to a healthy plugin ecosystem. Take a plugin, make a plugin. :)

  • Well what changes did you make from the last time it worked until now? The error just says that you have faulty javascript code, probably in a browser.executeJS

  • From my side it's a minor interest. I have created a general system for handling buttons, but I wouldn't be opposed to using a plugin. You should consider adding a callback function (+parameters) that is called on click. I'd say <10 bucks would be reasonable.

  • Good question, I don't know... But I'd assume it does. I wouldn't convert it back with StringFromKeyCode though, you can just use if keycode is down/pressed/released

    Also it's a good idea to offer the ability to customize the control scheme.

  • I think not unless you officially register a business. I don't know where you live but there is a chance that you have to register eventually, usually your country wants a cut if you earn money.

  • I only briefly worked with it a while back. Basically the audio input is taken and then divided into a number of frequency bins. In your case you probably don´t need many, maybe 8-32 ish. You can then individually read the value of each, in case of a low pitched sound, the lower bins will give high values and the higher bins will give low values. That´s how you know what kind of sound the user is making. So if the lower bands reach above a certain value, you can have the player move, and once the higher bins go above a certain value (because the user changed pitch) you can have the player jump.

    Then compare two values AnalyserFreqBinAt(Tag, Index, Bin) >= 0.8 you´ll have to tweak the values. The docs are always helpful. construct.net/en/make-games/manuals/construct-3/plugin-reference/audio

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  • It´s one of those

  • I suppose you are working with the audio analyser? If not, you should check out the example project. It shows a frequency band that react to audio. You´ll have to see what bands react to low/high sounds and compare them to a threshhold (how high the sound has to be for the character to jump)

  • If you delete them there won´t be an icon to show.