Held's Recent Forum Activity

  • I came to the same conclusion like you. I've used an invisble sprite with car-behaviour and pinned one detector-sprite on the front and one on the back. Every time the detector overlapps the wall, certain car-behaviours get disabled. And vice versa. Still feels a little awkward but is alright for my purpose.

    Thanks for thinking with me!

    cheers,

    held

  • Hi,

    is there any chance to route audio-signals to certain speakers?

    E.g.: The game is running on a system with a 5.1 surround-setting. It's a 4 four-player-driving-game and each player has got one speaker pointing at himself. Would be nice, if each player would get the sound from his personal car.

    Built-in construct I found nothing, maybe there's a third-party plugin?

    thanks,

    held

  • Because it`s like that

    The car, set straight, fits on the road. Only when it tries to turn around, it's getting contact with the walls.

    It's a bulldozer in a mine. And it's damn narrow there. Part of the game.

  • Hi,

    thanks.

    The current status of my thing is:

    As it is a quite small sprite, I'm satisfied with one rotation point. The 'feeling' of the steering is quite nice. In combination with the acceleration and deceleration of the car-behaviour! And, I guess, that's where my problem is coming from: The vehicle drives on a narrow road with solids on both sides / walls. More narrow than the collision box of the vehicle itself. So, when it tries to turn 180 degrees around, the sprite jumps / teleports to the next free space it can fit. (I guess so) I think it's mentioned in the scirra-docs.

    So, is there a way to bypass this reaction? That would be nice as my controling itself is alright.

    Or do I have to forget about the car-behaviour totally and find another way.

    Maybe you / someone can help me out.

    cheers,

    held

  • Hi,

    I'm trying to simulate a caterpillar-like control. Means: as if the vehicle is steered by two chains like also a tank is. There will be two joystick, one for forward & backwards and one for left & right.

    Right now, I'm working with a car behaviour for forward & backward and a rotation-event for the steering. This works alright, but the bulldozer is sliding when it accelerates against walls.

    Awkwardly I pinned some detector-sprites around the vehicle that set the car-behavour-speed to zero when overlapping walls. But I'm sure, that's not the most elegant way. And does not works too well. Can someone help me out with that. Maybe a custom control, which I'm not too familiar with?

    Thanks,

    Held

  • I appreciate!

  • Really no one? Is my explanation alright or do I have to explain it better?

    My game-idea ist so sweet, I have to be stubborn and bump again. Maybe someone comes around. Ashley, maybe you can help me out?

    Thanks,

    held

  • I'm still working desperately on routing two Mic-inputs to two separated actions. At the moment, each signal triggers both actions.

    Maybe a small bump can help. Thanks.

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  • Thanks. I'm not trying to record the signals. I just want one input-signal to trigger one event. A second input-signal to trigger another event/action.

    held

  • Hi,

    my Audio-Interface is a hardware mixer with multiple (mic-)inputs. I'd like to get two mic-inputs into construct and handle them separately. At the moment, I'm not able to separate them in construct. Both signals affect my events concurrently. Can anyone help me out?

    Thanks,

    held

  • ...made subevents, works like a charm.

    Thanks again!

  • Aah, I see. Right now, I'm not having my project in front of me, but I think, in the corresponding-subject lies my mistake. So, I just have to separate the spawning and the up-down-request, right? Will try it tomorrow. Thanks a lot!

    Held

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Held

Member since 17 Sep, 2014

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