Ashley's Recent Forum Activity

  • Can you post a .cap? Have you tried using the 'start fade' action as well?

  • It'll always be on top - Windows draws it as a surface as if it were hovering above the rest of the runtime window.

  • This is actually happening because the textures are power-of-two, I think. It means they tile seamlessly inside the object, but it seems the edges glitch (because they're trying to tile the opposite side of the texture). I shall contemplate a solution!

  • That's right, you've pretty much figured it out. There's the basic chord sequence, then there's a thousand or so oscillators which pick a random note in the next chord, and slide towards it. They start at random frequencies at the beginning (and are random halfway between chords), which makes a band of noise. I think I'm going to try and make a version that can be controlled by a MIDI keyboard, because right now, you have to enter a table of frequencies which is a pain in the ****

    Thanks for feedback everyone

  • Turn the sampling in Application Properties from 'Linear' to 'Point'. It suits pixellated games better anyway. Alternatively, use Sprites for sections of background which do not repeat.

    I will investigate the problem - I think I know why it's happening, but it might be tricky to fix. Could you leave it on the bug tracker so I don't forget?

    Edit: beaten to the sampling idea!

  • Oh, I think it's something David was working on which isn't done yet. It'll either disappear in the next build, or do something useful!

  • Ah, grouping was meant to be removed a few builds ago because it was broken. It'll be gone from the right click menu next build.

  • I'm interested in synthesis and had a go at writing a synthesiser in C++ recently. It's based on 2,400 triangle-wave oscillators which move randomly between notes in various chords. It sounds pretty creepy. I might be able to use it in some kind of weird game soundtrack

    http://www.gullen.pwp.blueyonder.co.uk/weirdsynth.mp3

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  • Yes, I need these kinds of features myself as well, so rest assured I'm planning something

  • It shouldn't really matter which way round it is... could you send me an example of the order being important?

  • I can't create something like 'Enemy collides with Sword > Subtract 10 HP', since all the enemies in the family will lose 10 HP, unless I'm doing it wrong.

    You must be doing it wrong. Families obey ordinary object picking rules. In that event, only the objects that meet the event will be affected.

    [quote:18ri3ogn]Also doing something like 'Always > Enemy: Add LOS obstacle 'Barrier' seems to crash the program

    Crashes are always bugs, please submit them to the tracker so we can make Construct more stable!!

    See the attached file. It's a quick example proving events involving families work only on the right instances. It's also got a quick and dirty health bar implementation. The health bars are not in a container with the objects, they just 'naturally' pair up one to an instance if there's the same number of objects of each. This works with ordinary types as well and can be very useful. Hopefully it will help you see the real use of families. They can save a LOT of repeated events. I don't know how I'd manage without them!

  • Maybe post an example .cap so people can find a way to fix it.

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Ashley

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