paulscottrobson's Recent Forum Activity

  • "I did, and none of them are beginner friendly. Why are all the quality programs costing nothing and the beginner programs cost upwards of 1000 dollars?"

    They aren't. Construct 2 neither costs nothing (in a seriously useable form) nor does it cost $1000. If you make $5k out of a game they only want £250 for it. If not it's about £70 or something.

    The reason the beginner programs "cost nothing" is they are try before you buy much like Construct 2. You aren't supposed to write full games with it (though there's no reason why you shouldn't), it's so you can see exactly what it does before shelling out your £70.

    Look at the competition ; the prices are eyewatering and many of them are annual subs.

  • No reason why you couldn't use a sprite font or text object is there ? Use a for loop to generate them on StartLayout, use the index to calculate X and Y positions. Or alternatively use the style used in early arcade games (why so many high score tables say AAA)

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  • You can't. Well, you probably can but it may well be a bit slow. Audio.AnalyserFreqBinAt() returns a value of a frequency bin, which is a sound sample at some rate (you can get this from the AudioContext I think but it isn't accessible directly).

    You should be able to analyse this for frequency using the usual approaches - zero crossing being the simplest. This is what event 8 is doing - for each frequency vertical bar it gets the value there and sets the bar height accordingly).

    Having worked with SALT the problem with zero crossing is it can be a bit inaccurate. It's okay for high versus low, but it probably needs a more complex algorithm for accurate pitch recognition - probably looking for matching sections in the sample. A PC can do this in realtime in javascript but it is probably beyond Construct 2.

    There doesn't seem to be any code for measuring frequency in the Audio plugin.

  • I am working on a Match 3 game http://myconstruct2dev.blogspot.co.uk (source in github) which is not totally dissimilar. The problem is it is recursive - red touching red touching red I think, so you need some sort of array of current colliding colours, then when you scan through it check it's not already in the array, otherwise it could loop around for ever

  • Families are quasi classes. You can put an object in a family and it sort of treats them generically, so you can do things like have different ships and common code. It doesn't really do what you want though, it's a bit limited and it's not easy to change after the effect, but it can be useful.

  • Have a look at my blog http://myconstruct2dev.blogspot.co.uk/ which has several in the github, the best explanation of the code is probably in the asteroids post.

  • Sort of. Your game has no real ball trajectory, it is like my cricket game. I think personally it is sufficient for most games. The aim of a cricket or baseball game is to be fun to play, not realistic.

  • When you say "black screen" I presume you mean the browser here. I would set it up so it displays the javascript console log (how depends on your browser) and see if it is spitting anything out.

  • Have a look at my Asteroids code http://myconstruct2dev.blogspot.co.uk/2 ... roids.html which has source code in github and explains how it works - and this one does work. You have probably got your sequence wrong.

  • "Several exporters, e.g. for mobile or desktop publishing, are unavailable"

    Having looked at the list of stuff missing from the licensed version (I didn't use the free version for very long) I think it would drive me nuts. C2 is dirt cheap for what it does. (GameMaker for example, if you want to export to anything other than Windows is $550 and that's a special offer, GameSalad is $200 a year).

    Some of those that claim to be 'free' aren't actually free. The business thing is also very generous, AFAICS they are identical except if you make more than $5k you have to spend another £180 or so. Which isn't a bad exchange

    Seriously, I would give thought to buying if only for families and effects and stuff.

  • Depends how much accuracy you want. You may expect a fielder closer to the batter to stop the ball if it is hit right through them, and not to aim to move for the terminal position but some way between the two.

  • You can also calculate it directly by set Y to Object.Y + OBJECT_VERT_SPEED * dt

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paulscottrobson

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