signaljacker's Recent Forum Activity

  • The way I've done my walking sounds is to have short one-shot samples rather than a loop and I trigger them once under certain conditions (eg player is on ground, player is moving, frame 25 is playing), that way I can make sure that my sounds exactly match when my character's foot touches the ground. It also allows for more flexibility eg I have a pool of similar footsteps and it will choose a random sample and volume each time, so that it doesn't sound too repetetive.

  • Sound (Free):

    Wavosaur - a robust, portable audio editor that is an excellent alternative to audacity - also has VST support and is great for setting up things like loop points.

    Open MPT or Milky Tracker - trackers - while tracked music's popularity peaked for games in the '90's on the amiga - formats such as XM and IT are still relevant today and are even sometimes still used by large well known companies. The advantage of tracked music formats is that if written efficiently they can have good quality audio at a fraction of the filesize of mp3s - they are also more dynamic in that tracks/channels can be switched on or off, slowed down etc in realtime if you know what you're doing. Someone here made a plugin for construct to load some tracker formats, I haven't had a chance to check it yet, but it's no doubt useful.

    Hourglass A free, standalone granular synthesizer. High learning curve, but can be extremely useful for creating very impressive sound effects once you know what you're doing.

    Graphics (Free):

    Tiled Map editor, very useful if you use tilemaps as you can import them into Construct 2 (not all features supported)

    Spartan Pixel editor and procedural tile generator (very useful for pixel textures and things like water) - Donationware

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  • Niek - try thishttps://www.dropbox.com/s/h4i04durr8aumq7/dt.capx?dl=0 - just substitute mouse controls with touch and adjust y position and dt speed to suit.

  • There are a bunch of ways you could probably do it. Might be easiest to install and use something like the easetween behaviour for this. But you could also do it by toggling a variable on and off eg if variable is true and sprite Y > 0 every tick Sprite set Y to Sprite.y -60 * dt - should get you started.

  • It depends on what kind of games you make - it can be great for keeping your video memory down as you animated individual components in engine rather than using a bunch of different images as frames. It's also useful if your game uses a lot of slow mo effects. If you're interested in using a skeletal animation system for your games it's definitely the way to go - but it's not something you'd probably need otherwise - it's still quite clunky to use and implement, the UI takes a bit of getting used to and I think could be improved quite a bit. Still, I'm glad it's available - it's just not a tool I find myself reaching for very often with the type of games I make.

  • I'm not sure I follow fully, but when I run your capx the array seems to spawn the boxes correctly - in a line, rather than all on top of eachother. You are only using the X component of the array though (width) so if you used For each X, Y element instead of just each X you could make a grid rather than a line.

  • Thanks for your help, that certainly helped me verify that I was picking the correct instance and it's highlighted a deeper problem with what I'm trying to do - seems multiple objects pinned to one and other can't be moved in the way I need to move them. Thanks again.

  • Hi all - apologies if this is vague; I have a bunch of red squares that are in a family called map_items - these are pinned to a larger purple square so that they can all move around together. When you click on a red square a boolean variable is toggled - and if on, the square changes to green. Now what is meant to happen is if the variable is on that square is to be positioned over another target square - and since everything is pinned together the purple square and surrounding squares move around with it. Now if you look at my example you will see 4 red squares pinned to a purple square, if you click the top left one it works perfectly. But if you (reset the .capx) click any of the other ones, they will toggle on however they won't set their position to the target square like the top left red square does. Can anyone explain what is going wrong in my events? Thanks very much

    capx here: https://www.dropbox.com/s/mm04jbpyg8tq4nv/help.capx?dl=0

  • Hexels is great, it really excels at isometric art. I've had a v1 license for a while and it's awesome - haven't yet upgraded to 2.0 but I hear it's much improved. I think the price is very reasonable, considering nothing else does what Hexels does.

  • I've always used Photoshop because it's what I know, with a bit of setting up it's good for pixel work but it can be a bit frustrating if you're jumping between a pixel art project and a HD one (you're constantly fiddling with downsampling and anti aliasing settings). The one thing that PS seems to be really bad at however is rotating pixel sprites - the rotated sprites always look bad and you have to jump through many hoops to get them to look good. Do any of these dedicated pixel apps do rotations well? I have a copy of Pro Motion 6.5 that I picked up in a Humble Bundle - but the interface has never clicked with me and also seems very buggy so it slows me down, so for now I've stuck with Photoshop but would probably jump ship for an app with good rotation and interface.

  • I'm looking for a solution to this problem as well, there are a lot of variables to take into account such as which browser you're testing on and which video format you're using. The way your video is encoded can also apparently have an effect on how well it loops - eg Chrome can screw up the looping MP4s if the keyframes set aren't evenly divisible within the length of the video. I'm only just getting into video with Construct but I can see the looping being an issue for me as well so will be conducting a bunch of tests.

  • You could take a look at this article https://www.scirra.com/tutorials/47/xaudio2-peak-and-rms

    There is also an audio analyzer example in the default construct 2 examples. I think what you want to do would be possible, would just be a bit of work.

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signaljacker

Member since 10 Aug, 2011

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