CrudeMik's Recent Forum Activity

  • wonderful thank you will give it a go

  • Hello,

    Say I have one value of 0 - 50 and a second value of 0 - 16, how can I scale the 2nd value to the first value. So if I decrease value 1 every second by 1, value 2 follows value 1 so when value one is at 25 value 2 is at 8 for example.

    Thanks!

    Mick

  • Hello,

    I'm working on a project where I need events to trigger MIDI messages. A friend of mine created some scripts for me to use, I don't know Javascript myself. But we're having a hard time getting browsers to ask for permission so I'm not getting any midi messages out of the game in Firefox, Chrome and Node Webkit.

    I'm wondering if anyone can spot anything we are doing wrong, here's the project:

    dropbox.com/s/6i674tjixpn9o95/MIDI%20BASTARD.c3p

    Big thanks to anyone who has the time to look at this for us.

    Best,

    Mick

  • Try setting a velocity X rather than applying a force X to make the sideways jump. Forces have different results depending on the frame time (the engine assumes that the force is applied for the duration of the frame).

    Setting the velocity has worked really well thank you!

  • oh lol that is actually the wrong code. However your answers are very helpful.

    Here's the correct code I'm using:

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  • For the first issue, did you set the physics mode to framerate-independent? Because by default it is framerate-dependent and can cause such issues.

    And the second one, did you check the collision polygons of the tiles? The character just bumps into them it seems. It´s probably better (and more performant) if you use an extra invisible collision object to avoid that since you can just strech them at will.

    Thanks for the reply. I did set physics to frame rate-independence and while it did 'break' some of the actions I still observed the same inconsistent difference between the Chrome and Firefox versions. Here's my code, I'm not sure if there's anything glaringly wrong here:

    For the second issue, yeah I'm aware the way I'm doing this is not the most performant, it's just much quicker to make levels this way, I can randomize the frame and angle of the tiles at the start of the layout for variation and the geometry and graphics are just there as I build it, but yes perhaps I can't get past this issue without a better process.

  • Hello, I'm wondering if I can get some help with some odd behavior I'm seeing. The first is this:

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    This shows a difference between NodeWebkit and Firefox browser, you see how the wall jump on NW.js is so much much bigger than it is on Firefox? Any hints as to what's causing that? I noticed on Chrome too the wall jump was also massive.

    My second problem is here:

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    I'm building my level out of lots of 24x24 immovable physics objects, as the whole game is physics. My character is just a circle collider and if I jump while standing next to a wall made of these geometry tiles, the wall pushes the character back quite a lot versus if jumping next to just one tiles stretched two tiles high.

    Again, any hints as to what I can investigate to fix these issues would be great.

  • Are videos allowed in here?

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    Prototyping a new character controller, this is easily the best feeling platformer physics I've made so far. Everything is with the physics object but it feels snappy and tight.

    Art process is copying the style of Daniel Linssen's wonderful Roguelight managore.itch.io/roguelight - hoping to see how I can adapt this technique into something more unique but art is difficult for me. The character was drawn and animated by my friend from an old project we were working on.

  • Oh sorry I see I'll wait for next stable release :)

  • Here's a video of it happening, r171.3 (stable)

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    Intel i9

    Firefox 70.0.1

    GTX 980ti

  • Hello, when I place a layer or layout effect such as Blur or Bulge it renders the scene upside down, any ideas about I'm doing wrong here?

    Thanks,

    Mick

  • The Web Audio API is exposed in a fairly basic way through the actual Audio plugin.

    That said if you know how to write JS there's several projects around that create synths using the Web Audio API. With a bit of work you should be able to embed one into your game, then call it directly using inline scripts.

    This one is pretty cool, I don't really understand what half the dials do though!

    EDIT: MDN has a tutorial for creating a synth using web audio.

    Thanks for the links! I'm specifically looking to control a hardware synth with midi messages sent from the game for an installation. I will talk to someone who knows how to code in JS! :)

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CrudeMik

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