keepee's Recent Forum Activity

  • you could invert a condition that normally picks one

    like

    +sprite | is overlapping sprite

    +sprite | (invert) pick top instance           >sprite | destroy

  • blackhornet, was not aware of this, thanks

  • random(50,100)

    ..for example, will return a value between 50 and 100

    choose(132,386,214)

    will randomly return one of the values listed.

  • bad news,

    Now, the left/right panning is correct at 0 and 180, but as it is angled towards 90 or 270, it gets entirely flipped.

    This is not noticeable in AudioRotation2.capx (in OP), because at angle 90/270, the speaker appears above or below you.

    So, here's another. It's the same as AudioRotation2.capx but with the speaker moved, and without the scrolling as that all seems to be good now.

    https://www.dropbox.com/s/goj8x69w2sm8nv2/AudioRotation4.capx

    Ashley

  • hey, there are some useful expressions you can use..

    viewportright("layername")

    Returns the x coordinate of the far right edge of whichever layer, regardless of a resized window.

    and as you've probably guessed there is viewportbottom / left / top aswell

  • Ashley, excellent! thanks, and for notifying also

  • Looks awesome!

    similar in ways to what i'm working on.. is he controlled entirely by physics?

    The way the run animation accelerates with the footsteps noise is really well done.

    I think it's hard to make a platformer with gradual acceleration feel right, especially to players who are not used to inertia.. but this looks pretty much perfect - i imagine you spent some time fine tuning it.

    good job

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  • I see.. the manual makes it sound like it is a plateau -a distance before the attenuation starts.

    but regardless, the bug is still there if you leave it as the default values. So it's not what's causing it.

  • I turned the properties down in general so you didn't have to move out as far.

    I know what all the properties do, there's no reason ref distance of 0 should create this effect..

    sounds full at 0,0 and 500,500

    but down at 0,500 and 500,0

    it's gotta be a bug, some broken coords somewhere.

    Turn everything back to default and it still happens, you just have to move further out.

    Do you really need that?

    Do i really need the audio to work with scrolling..?

    of course!

    honestly though I wasn't expecting an advanced audio engine anyway, so the whole thing was a bonus that i don't really need.

  • You could just create your own timer, adding dt every tick

  • silkc2

    the modulus operator is %

    (180+300)%360 = 120

  • Noticed another bug, or a related factor to the same bug?

    As listener and sound emitter are moved away from the diagonal line, the volume decreases

    you don't need to rotate layer towards 180 degrees, but it does need to be rotated *some* amount for this bug to happen.. So the layer is angled to 1 on startup

    easier to show inside a .capx

    https://www.dropbox.com/s/fo234q7wdrcy2gj/AudioRotation3.capx

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keepee

Member since 6 Jan, 2012

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