BadMario's Recent Forum Activity

  • Soundtrack set volume to VOL

    if audiofade = 1

    set VOL to VOL-1

    if VOL < -100 set audiofade to 0

    There you go, faster than adding and setting up the actual plugin

  • Ah, OK. I didn't even read that intro, just clicked to go to the main game. And my biggest gripe is that people don't read instructions before playing. I am becoming one of those people.

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  • Looks good. Good job overall, but you may wanna look into the name ( unless it was on purpose ).

    It may mean something different to some people and/or in some languages

  • Circle ignores the object's collision polygon if any, and for the purposes of Physics collisions considers the object to be a circle.

    That doesn't really tell us that much. Where exactly is this circle, how is it calculated? Does it use the bounding box then does the math to figure out the radius ( 1/2 of the width of the bounding box for example )? Or is it something else?

  • You can add a second set of points and let a car choose to switch or remain on its current path to that set when at intersection. That will give you more variety

    The rest of the logic should be the same, just switch from pointA to pointB path

  • A bunch of invisible sprites all over the roads then set cars to move to those and turn towards those.

    Every time it reaches one of those ( at an intersection for example ) make it choose another one that is straight, left or right and move toward that one.

    Then each car can choose these. Avoiding car collisions will require more thinking, depends how far you are willing to go with it. May be faster to use timelines even if you have to do one for each car.

    I am wrapping up a top down racing game, so I do not have to deal with intersections, but creating realistic car AI where cars moving at different speeds go around each other and behave realistically if they do crash into each other is not something you can do easily.

  • Do you know which one performs better: sprite-fonts or text-objects?

    Never tested it, but for me text objects are a no go at this moment. I don't really need to display a lot of text in my games and since in my case text objects cause crashes I see no reason to use them.

  • Not sure if this helps you, but you do mention text objects.

    I have had about 5,6 games where it was definitely text objects causing crashes, from game not loading ( black screen ) or going into a couple layouts only to crash or just remain black when reaching the main game layout.

    In almost all instances removing text objects that were on screen resolved the issue. I just had a game do this today. Worked fine, then I added a text object for some debugging, black screen, remove it and again all was well.

    I only use sprite fonts now.

    I have to add that all of these games are done in Construct 2 and only exported via Construct 3 using runtime v.3. Construct 2 exports work fine.

  • Why not. That is the standard way of doing it. Figure out which platform they are on, then if abs(enemy.X) > platform.Width/2 reverse direction. may need a little offset, a few pixels so they do not fall off if they actually go over the edge

    abs(enemy.X-platform.X) > platform.Width/2

    With Construct you may need an instance variable on enemies to set to this calculation

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  • Seems like you want a lot more precision and realism than I need. I will have music on top of everything, so for my purposes it will do.

    Hopefully you can solve it somehow

  • Actually, I just had a chance to try it and it may work, it is pretty simple. Every tick adjust playback rate based n speed., so my max speed is 600. audio set playback rate to 1-(1-mycar.Car.Speed/600)

    Just play around with it. In the case of what I posted it will go from 0 to playback speed of 1, meaning at full speed you will have the normal sound and at slower speeds it will sound lower,deeper

    I would insert some variables in there so when playback speed reaches certain points it triggers gear changing sounds. You can also use lerp/unlerp to make the pitch go up slowly then speed up

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BadMario

Member since 3 Sep, 2015

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