untune's Recent Forum Activity

  • Just going back to this... is there an efficient method of rotating a sprite (not just setting a direct angle, but actually making a quick spin) to one of four or more set angles?

    So for example if your sprite (from above) was facing left and you press the down arrow he'll quickly turn 90 deg anticlockwise, then pressing the up arrow would make him spin 180 deg anticlockwise so that he was facing upwards, etc...

  • Good shout, I've considered the possibility of having two versions of every sound but the inherent problem with that is that you can't have a perfect crossover point and it'd probably have a negative effect on the overall sound quality. Plus it'd double the size of your media! I think using real time DSP is a great feature of modern games and I think sound is often overlooked...

    Even a plugin that gave you a little more control of the dynamics of sound would be a great feature, I tihnk

  • Also it'd be great to have access to DSP effects such as reverb, as well as filters, to create some unique environmental audio effects...

    XAudio2 appears to have this functionality, can Python access it?

    http://msdn.microsoft.com/en-us/library/microsoft.directx_sdk.ixaudio2voice.ixaudio2voice.setfilterparameters%28v=VS.85%29.aspx

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  • Another new topic

    I'd like a bit more control over sound and specifically I'd like to be able to apply filters to different sounds, that way as a sound source got further away, not only could it get gradually quieter and pan, but a high pass could be applied to remove the lower frequencies...

    I know this can't be done with Constructs sound support but what are the alternatives? Python?

  • If it's just simple maths questions like addition and multiplication then it'd just be a case of taking the values and comparing the expression to the value that is in the text box when the button is pressed.

    I've not got construct installed atm so can't really throw anything together but I imagine this is really simple to do if you use a couple of text objects to display your numbers... but of course it depends how complex the whole thing needs to be, a more detailed description of what you have in mind will be useful to anyone who might help

  • Hi all,

    I've been pondering creating a top down view adventure type thing, and thought it might look smoother using the technique of having the legs and torso as separate objects, allowing the mouse to be used to free-view while the legs can move in WASD directions or whatever. Seen it used in a few flash games and it looks nicer than having a bunch of clunky animations which would only be more time-consuming.

    Anyways, the legs would obviously have to follow a few rules (rotating along with the torso when they hit a certain point for example).

    I've had a search around but can't find anything on the subject - does anyone know a good way to implement this? It may have even been done before but I couldn't find anything when I did a search, so any ideas would be great

    Cheers

  • That's a really nice effect, great work! I bet it'd look good combined with a slight pan out when moving and a pan inwards when motionless.

    Really cool, thanks for sharing

  • Also found this which outlines the necessary formula from the looks of it - however it might also use parts of Box2d that aren't implemented in the Construct physics behaviour... unless there's a workaround?

    http://www.box2d.org/forum/viewtopic.php?f=3&t=3071

  • That's a really cool example, the maths are getting more and more complex eh It's a shame about the jitter, I've been pondering how exactly to remove that. I'm still not sure about the whole radians/angles thing... since all of Box2d's calculations are implemented using radians (which is the proper way to go in a mathematical sense) yet everything in the physics behaviour and construct in general uses degrees...

    I'll just have to keep trying stuff and see what comes of it Maybe there's a way of implementing it by setting the angular velocity as opposed to using torque

  • Very cool lucid, it seems to work pretty well if the changes in angle are small, but if you make anything bigger, lets say a 90 degree swing, you still get a pretty big overshoot of the intended target - maybe some of the physics settings need to be different in order to have a more responsive torque behaviour? Or is it just unavoidable when using the physics behaviour to have objects swing all over the place when torque is applied?

  • One more little addition here... I've been trying to figure out a method of having a mouselook/turret type of behaviour using physics, where the 'ship' rotates to look at the mouse pointer. I've managed to implement this, using the Angle command to find the correct angle to turn towards, by applying torque... however, the torque overshoots and then constantly 'bobs' the ship back and forth in a swinging motion, never settling on the point it should be aiming at. This obviously makes the control a bit unpredictable.

    What I need is a way to slow the rotation down as it approaches the correct angle, so that it stabilises on the angle that points to the mouse pointer. I've looked everywhere all night and everything I have tried to implement has failed... there are some helpful things on the net but they all revolve around normalizing angles using pi - I'm not sure if Construct has defined constants, or the ability to define them? Or if a global float would have sufficient accuracy, etc etc...

    This was the most useful reference I found http://stackoverflow.com/questions/2617476/physics-game-programming-box2d-orientating-a-turret-like-object-using-torques

    I'm off to London til Thursday so I can't carry on working on this, but any ideas would be appreciated so I can get cracking when I return

  • Ah I wasn't aware of that, that's made things a lot easier

    It looks much more readable now, cheers again for the help

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untune

Member since 17 Jun, 2010

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