Liberador's Recent Forum Activity

  • Warning: I've dealt with this guy before.

    Important advice: Charge him upfront.

  • Warning: I've dealt with this guy before.

    Important advice: Charge him upfront.

  • 2) Audio. This was a great idea to set the playback rate to tank speed! Furthermore, I noticed a new sound for the engine (it sounds more like a heavy vehicle than mine). Is that free to use?

    Yes, you can use it for free.

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  • Hello again, Liberador

    I have some guesses.

    1) You used to set the engine volume to -1000 dB instead of using engine mute to avoid one more step where it would be needed to unmute the sound, right?

    2) 1+(abs(Tank.Car.Speed)*0.01 I think 1 is there to play sound in normal speed and then add "force engine sound" to play faster. Example: if tank speed is 100 * 0.01, then it will be 1, and the previous 1 will make it 2, or double the sound play speed, right?

    I still don't understand.

    3) Why is the truck mark spawner delay based on left track animation speed? Is truck animation speed movement calculated based on tank speed? Why not use something like tank speed compare instead of the current animation frame? Plus, if there is a vehicle that does not have tracks at all, it will need a new formula... Is there any way to skip that left track step and calculate based on tank speed? Can you please explain it to me?

    1) Yes.

    2) Yes.

    3) I did it like this looking for the easiest and simplest solution, but if you don't want the truck mark spawner delay to be based on the left track animation speed, you can use the solutions suggested by R0J0hound and dop2000 in this thread: construct.net/en/forum/construct-3/how-do-i-8/spawn-objects-quantity-185633

  • Fortunately, it also alters the pitch if you add the audio file to the Sounds project folder instead of the Music folder. (Otherwise, I wouldn't be able to make car racing games where the pitch of the car engine sound is constantly changing, which is essential in this type of games.)

    But keep in mind that audio files in the Sounds project folder are loaded completely before playing, but files in the Music folder are streamed. This means if a music track is accidentally put in the Sounds folder, it would have to load completely before it can start playing. However, audio in the Music folder can start playing much more quickly since it is streamed, and also uses less memory for long tracks.

  • I'd like to be able to manipulate background music so that if it is pitched down it plays slower and if it's pitched up it plays faster.

    Have you used this action?:

  • I have applied very easy solutions to all the problems in your tank game.

    You can download the corrected file here: fileport.io/cPChmSHYWztN

  • ALL ISSUES FIXED IN YOUR TANK GAME!

    Download the corrected file here: fileport.io/cPChmSHYWztN

  • Add a small hidden wheel to each corner of the player cube by using the Physics revolute joint.

    This seems to work.

  • Using a cricle collision solves the problem, but the the player doesn't rotate at all, which is not what I want.

    Add a small hidden wheel to each corner of the player cube by using the Physics revolute joint.

  • Maybe it's because of some new update of your game, but now I only hear the music, and the screen remains black.

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Liberador

Member since 29 Mar, 2024

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