Nickydude's Recent Forum Activity

  • Yes there is.

    just pin the object to rotate to an invisible sprite with the Rotate behaviour.

    Attached is the capx. hope it helps.

  • Ahh.. there's 'mathery' involved! - spSineWave.Y-spSineWave.Sine.Magnitude and I wouldn't have a clue about this. I was trying to do it straight through the behaviour. Thanks for your help guys and I'll take a good look at the example RamPackWobble and see what I can do.

  • [quote:1cbizbwu]Why not? It is the solution to your problem.

    Because that's not what I want, I'd like the sprite to start at one side of the screen, sine wave to the other side and back again to the start position. I've played around with the Period (which is 5) and Period Offset but it's still moving off the screen.

    You can see what I mean here: http://www.madladdesigns.co.uk/extras/invaderoids

  • I'm using a sine wave behaviour to move a sprite but i don't want it to 'dip' below it's starting position. Take a look (please excuse the crude drawings lol!):

    [attachment=1:1h3iad5e][/attachment:1h3iad5e]

    The straight line is the sprite's (star) starting position and this is how I have it, as you can see it dips below the sprites starting position. Imagine the straight line is the bottom of the playing area then the sprite would disappear off screen as it dips below and I don't want this.

    I would like to have it move like this:

    [attachment=0:1h3iad5e][/attachment:1h3iad5e]

    I know I can do this if i start the sprite further up the curve but that's not what I want. Is it possible using the Sine wave behaviour? My maths is non existent so I really don't want to uses mathematical expressions if at all possible.

    Any help would be really appreciated.

  • I'm using the latest stable FireFox (27.0.1) and directional audio is working, just not for the first alien where there's no sound whatsoever.

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  • Right, I've narrowed it down to:

    Play BEEP_16 not looping at volume 0db at object Alien01 (inner angle 360, outer angle...).....

    This is a positional play and should play the sound at the position where the alien was hit, a left-hand side alien will play the sound over to the left when hit and a right-hand one will play it over to the right.

    Putting a normal Play instead of Play at object works and will play when the first alien is hit. Is this a bug with Play at object or is it designed this way?

    Anybody?

  • Weird thing is that I can play the sound at the start of the layout so it's definitely there, it just doesn't play when the first alien is hit.

  • I'm already preloading the sound, it's there in the event sheet, if that's what you mean.

    Preload loads a file without playing so that there is no lag when playing it for the first time.

    from the manual:

    [quote:hdq5uj40]You can also use the Preload action to start downloading an audio file without actually playing it. This can be done on Start of layout to start downloading a few important sound effects so there is no delay when they are played for the first time.

    So wouldn't the sound be ready to play as it's been preloaded?

  • I'm creating a Breakout clone and it's going well.. except for one little annoying thing! When the ball hits a brick (which in this case is an alien) then BEEP_16 should play (and the alien is destroyed), and it does... for all but the first alien hit. The first alien hit, no matter which one, there is no sound, but the sound plays for all the other aliens when hit (the alien is destroyed though).

    Below is the Event sheet, I'm preloading the sound and playing it 'on collision with Alien01'

    [attachment=0:3ceux9y0][/attachment:3ceux9y0]

    Can anyone point out why it won't play when the first alien is hit?

    Thanks.

  • And here.

  • The downloadable version of manual missing Tilemaps, not sure if it's missing anything else.

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Nickydude

Member since 20 Jan, 2011

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