BluepointVance's Recent Forum Activity

  • it should work the same after you lower your values down.

    I was guessing it might be something like this... Any idea about how much these need to be lowered? I guess I can just play around with the numbers a little.

    To move a physics object now as of R1.2 you can store the old X and Y velocity, disable the physics behavior, move the object, then re-enable it and set the X and Y velocity to the previous value.

    This part kind of lost me... Did you mean I have to do this in the event sheet? Just lowering the values will not fix my problem?

    Could you elaborate a little? I'm really rusty on all this stuff!

    Thanks!

  • So,

    I'm returning to construct after a lengthy absence... My project was originally developed on Construct 0.99.96. It still seems to be working on THAT version of the program quite well.

    But I was hoping to update to R2. Unfortunately, when I try to load my game into R2 (after adding back in the "orbiter" plug-in from my old plugin folder) the game suddenly starts to behave rather strangely.

    It's a Space War/Asteroids type game... And in R2 the player ships (which use box physics) move at about 50 times normal speed, turning and flying insanely fast... They also randomly get stuck whenever they're supposed to be wrapping from one side of the screen to the other (I created a simple wrapping event of my own in 0.99.96), and they shoot bullets (which also use physics) that some times move at lighting speed and sometimes don't move at all.

    Thinking maybe this was just something that was changed in R2, I tried the project out on Construct Classic 1.2 as well with the exact same results.

    So, I have to assume were there changes to the box physics behavior from 0.99.96 to 1.2/R2? If that is the case, is there anywhere these changes are documented so I can made adjustments to my project? If there were no changes, does anyone have any ideas what might be causing these speed up effects when using R2?

    Any help greatly appreciated! Thanks!

  • For a looped car engine sound have a look at Verve!. It also uses XAudio2 a lot (including fades)

    The click problem is a combination of the kind of your sound, Construct's builtin limiter and the poor quality of the D/As of standard soundcards. With a limiter all sound output is flattened towards maximum loudness. If there are sharp (and very low) frequencies in a sound, it will produce such clicks and the limiter makes them sound even louder. The best you can do is to use loud low frequencies as little as possible and to adjust the channels volume until the clicks disappear (just reducing the volume without changing the spectrum of frequencies may not suffice)

    For the fading you may have a look at Verve! again, but I also made a quick cap using "engIdle.wav" from Verve!, showing how to fade in with key press and fade out on release.

    Thank you so much. That is very helpful. I now, at least, have some idea of what to shoot for when making sounds. I'm going to study the small cap you made.

    Plus that "Verve!" project is a treasure trove! Thanks so much for making it and commenting it like that... A big help for beginners like me.

  • Okay, I'm tearing my hair out... and I don't have all that much hair anymore!

    I cannot, in any way shape or form, get a constant, even, repeating sound to start and stop with a key press without it CLICKING.

    I'm attaching another example. With a newer version of the thrust sound included (this one done with a moog synthesizer emulator then edited in audacity.)

    Can anyone tell me how to stop the clicking? A quick fade in on keypress, then quick fade out when the key is let go? How would I do that?

    Baring that, can anyone point me towards a ship-thrust or car engine sound (continuous and looping without much change) that starts and stops without clicking -- one that someone has done in construct? Did anyone do an Asteroids clone with sound?

    Newt was kind enough to do one for me a few posts earlier, and it works -- but the sound varies quite a bit before repeating (not that it should matter.) His seems to work great. Can anyone tell me why the sounds I'm generating won't work and the Newt example does?

    Here is mine, (redone as per Newt's example):

    https://www.sugarsync.com/pf/D283703_6063149_90551

    There is also another problem, if you hit space a few times rapidly -- the sound suddenly refuses to stop playing (I think it might be starting it on another channel, or two other channels I can't really tell.)

    Aaarg! This sound stuff is driving me nuts!

  • Generated a wav in SFXR real quick.

    http://dl.dropbox.com/u/666516/SoundHelp2.zip

    Thanks alot for doing that!

    I guess it must be the sounds I'm generating. Got Audacity and loaded my sound up. Seemed to work fine. Then exported again. Then changed it to mono. No matter what I do, I get the click.

    Of course if you play that file with any program and you don't start at the very beginning and go to the very end (269 milliseconds) then you get the "CLICK." Perhaps construct is cutting the sound off early? Or starting it a little late. Does the frame rate effect this?

    Might have to generate much simpler sounds. Bummer.

  • Also, see where it says accurate resolution to 10 milliseconds in every x milliseconds?

    Might try on key pressed, trigger once, set sound looping.

    Then on key released, exit channel.

    Just tried that. Still Clicks. Then refuses to play a second time. Damn.

    I've tried several different sound files so far... But all of them processed using Adobe Soundbooth. I'll try to find another program to cut up these wav files. (I'll look at Audacity.)

    Has anyone got a working version of an effect like this I could look at?

    Also, these should be wav files at 44100, 16bit, stereo, uncompressed -- correct? (tried saving as ADPCM, but I get a bunch of noise added to end of the file.)

    Thanks.

  • I can't for the life of me get this to work.

    Using Xaudio I want to play an engine thrust-type sound as long as a key is pressed. Then stop it when you let go of the key (think Asteroids.) But no matter how I try it, I end up getting an annoying "Click" noise at the start and stop of the sound that doesn't exist in the original wav file.

    Here is the cap with the sound:

    https://www.sugarsync.com/pf/D283703_6063149_98502

    Sound gets cashed at the start of layout, then:

    + MouseKeyboard: Key Space is down

    + System: Every 260 milliseconds-> XAudio2: Autoplay file AppPath & "boostshorter.wav" (No loop)

    The sound file itself is about 269 milliseconds long. But if I set it to repeat at 269 I get clicks all over the place.

    As it stands now, first time you hit the space bar, the sound will come on WITH NO CLICK. But then when you let go of the space bar you get the CLICK. And from then on it CLICKS at the start and end of the sound without fail.

    Any idea what am I doing wrong? Any suggestions?

  • No need to calculate the angle. Just give the bullets the physics behavior and the kickback from the bullets hitting the player will be handled automatically.

    Here's an example of what I'm suggesting:

    http://dl.dropbox.com/u/5426011/examples3/space.cap

    Strange... In that space.cap -- When I just run it, there is no kickback at all. But if I change the red ship's collision mask from "custom" to "bounding box" it works perfectly. I've got no idea why... I'm running Construct 0.99.96. Weird.

    Anyway, I think this "physics bullet" route is the one to take. Thanks R0J0hound and Newt! Gotta go be sociable for Christmas now. Damn.

  • I solved part of it... The problem was the amount of force being applied.

    When I set it to a normal amount of force (250-400, about the same amount the ship gets when you're thrusting) the ship refused to move. But if I upped that amount to say, 100,000 -- suddenly the ship moved just a little bit as desired.

    I think this might have to do with the amount of time before the bullet is destroyed (a tick, two?) -- Because when I removed the bullet destroy action and just let the bullet fly right through the player's ship, suddenly the ship would move -- even at low force values of 200 or so... I *think* because the bullet and ship are interacting for more ticks in that scenario. (This is all just my guess, what the hell do I know??)

    Anyway, the code to move the ship now looks like this:

    Ship1: Add force 100,000 towards (Ship1.X + cos(Bullet.Angle), Ship1.Y + sin(Bullet.Angle))

    Seems to work anyway...

    But I also need to apply some amount of torque to the ship so it's angle is changed as well as it's force... The net result of these two lines of code should be a physics version of the "bounce" action from custom movement.

    Unfortunately, I can't figure out how to calculate the angle of the bullet vs the angle of the ship to make that torque direction look believable.

    Is there a way to do that?? I'm guessing by using math which I suck at?? Thoughts???

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  • Again this would easily be solved by the custom movement behavior, bullet on collision with ship, ship bounce.

    Also I don't think the bullets destruction is the problem. The bullet's information is still available, as long as its within the same event.

    If this is just for effect, I would suggest a camera shake. Linkmans camera plug does this quite well.

    Tried custom movement and bounce... Ship wouldn't move. Possibly because I have physics on the ship? Tried set force towards and add force towards -- also does absolutely nothing... I'm totally confused... Any other ideas?

    Also this isn't really for effect, it's an actual gameplay mechanic that you get knocked back or to the side when your ship is shot.

    The only thing I can think is to add the physics behavior to all the bullets -- and then give them a large mass. I guess I'll try that out, unless anyone has a better suggestion.

  • In the Space Wars-type game I'm doing, I want to make it so when a bullet collides with a ship, it imparts some amount of force -- i.e. the ship gets knocked back a little.

    The ships are set up with the physics behavior, so I figured I could just use the ADD FORCE TOWARDS action -- with the angle being the angle of the bullet... Unfortunately when I try this, it seems to do nothing at all... I think *maybe* because the bullet is destroyed immediately afterwards..?

    Is there a smarter way to be doing this? I'm I approaching it incorrectly?

    I kept thinking maybe I should be storing the bullet trajectory in a variable and using that -- not that I'd actually know how to do that... It just sounded good in my head.

    Any advice?

  • Hi all!

    I'm trying to custom my "ghost shooter" game from the tutorial.

    Instead of repeatly click the mouse button to shoot, i've done this :

    Then I just have to keep the mouse button down to make my character shoot.

    The bullet is supposed to appear to the character image point "canon", but when I press the mouse button, only the first bullet appears to this point.

    The other ones appear on the center of the character sprite instead of its image point "canon".

    Does someone could help me about this?

    Thank you very much.

    My guess is, you've got the "canon" image point set for the first frame of your "shooting" animation, but not for the subsequent frames.

    From the layout editor, double click on your mainCharacter sprite to load it up in the picture editor. You should see all the available frames for this sprite along the bottom there. Cycle through them and check to see if your image points are in the right place on every frame.

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BluepointVance

Member since 10 Dec, 2010

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