Savvy001's Recent Forum Activity

  • Ah i found the problem!

    So simple that i overlooked it.

    Because i had my own car sound measured to the speed of the car, i simply typed the name of the other car in its own event, but without connecting it to the speed measurement.

    NPCSpeed/300 (wrong)

    NPC.Car.Speed/300 <img src="smileys/smiley32.gif" border="0" align="middle" />

    So its all solved!

    Thanx for putting me in the right position!

    I needed that little push to search a little further.

    <img src="smileys/smiley32.gif" border="0" align="middle" />

    Glad to know that multi channel is not a problem!

  • Hi Scirra!

    Im building a F1 racing game just for the fun of it.

    While im doing the audio i stumbled uppon a problem.

    Currently i have 3 cars on track but in a few weeks its going to be a full F1 grid.

    Now, i have build my car engine audio in the game.

    I also applied al the settings to the other cars.

    The problem that i have, is when i race my own car and the others start racing aswell, there is a feedback loop within the audio channel.

    Im using the set playback rate linked to the speed of the car movement per car.

    So 3 cars at this point are using the playback rate.

    Here comes the wierd part.

    When i set my car to idle, the other cars sound becomes normal and u can here them roar by, just like in a real race.

    But when i start racing again, they drop away and the feedback loop within the channel comes up again.

    Note that i have set the volume to drop away when the other racers are not nearby: but thats not the issue.

    So in short i think construct 2 uses just 1 channel/2 channels, or more that i dont know off.

    Im used to being able to play 32 sounds at the same time mixed through user specified channels.

    And well... my racer needs to be able to play all the other car sounds aswell.

    Otherwise the experience would not be complete.

    Here is my CapX so u can research what im talking about.

    Am i missing something or is there a future build with an audio engine upgrade that im unaware of?

    Please share your thoughts <img src="smileys/smiley4.gif" border="0" align="middle">

  • <img src="smileys/smiley20.gif" border="0" align="middle" />

  • The example has had a mayor upgrade.

    I implemented a fully working sound engine <img src="smileys/smiley20.gif" border="0" align="middle" />

    Sounds currently are.

    A: Gearing up and down.

    B: Gear stick.

    C: Enigine idle

    D: Engine reverse.

    E: Engine turbo.

    F: Exhaust.

    G: Tire sounds while drifting.

    H: Tire skids while gearing up

    I: Handbrake sound when applying drift.

    J: Car ignition

    I maybe adding more in the future.

  • For some reason i uploaded the wrong Capx with no tire skids and gear change particles and other stuff.

    Now i have!

    Download Capx

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  • For some reason i uploaded the wrong Capx with no tire skids and gear change particles and other stuff.

    Now i have!

  • Thank u 2 for the inspiration!

    Looking forward to your game.

  • Thanx GenkiGenga.

    Id like to see what the creative minds here at scirra are going to create with it.

  • Hi all

    As qster is/was building his game, i shared my thoughts on the nice racer he was building.

    It motivated me to build an example for anyone who would like to use it as a start for a racing game that, from the beginning was able to do racing/drifting/zooming.

    Edit: I uploaded a capx of my F1Game that uses these capabilities.

    The old Capx is no more but this should give u a great start.

    Download Capx

    This example Capx allows the following.

    Edit:

    The example has had a mayor upgrade.

    I implemented a fully working sound engine <img src="smileys/smiley20.gif" border="0" align="middle">

    If u want to change the engine sounds then keep em under 260 M.S. of length.

    Sounds currently are.

    A: Gearing up and down.

    B: Gear stick.

    C: Enigine idle

    D: Engine reverse.

    E: Engine turbo.

    F: Exhaust.

    G: Tire sounds while drifting.

    H: Tire skids while gearing up

    I: Handbrake sound when applying drift.

    J: Car ignition

    Car controls and abilities

    Car start       (I)

    Accelerate      (R)

    Braking        (space)

    Handbrake       (G)

    Handbrake slide (G + steer left/right arrow keys)

    Burnout        (G + R)

    Drift           (G + R + Steer left/right while racing)

    Reverse (Keep holding only space)

    While racing

    Automatic zoom in/out.

    When on long straight cam zooms out for faster driving.

    When near curve cam zooms in for better corner control.

    Skid marks. (Tire rubber on road)

    Smoke while changing gears (Fictional gears)

    Smoke while burnout.

    Smoke while drifting.

    While on the sand.

    Car slows down and steering becomes easy so the player can quicly return to the road.

    When returning to the road all car settings return to normal.

    While on the track.

    The car steers different at different speeds.

    It simulates steering of real car racing. (as good as i could make it in a short time)

    Al is tweekable and should become clear when looking in to the event list.

    The Layout size = 8000 x 8000.

    Big enough for a nice cirquit.

    The graphics are not super, but then again it is best to create your own.

    I only applied simple graphics to get a clean example.

    Have fun with it.

    <img src="http://www.ruimteschool.nl/Racegameconstruct2/Racer.jpg" border="0">

  • Updated the example file with

    A: Better handling.

    B: Smoke while burnout.

    C: Smoke while drifting.

    D: Exhaust smoke

    F: Smoke burst when the car changes gear (In fiction)

    G: Tire rubber when braking.

    H: When in reverse the steering switches.

    Have fun with it

  • Example demo

    Here it is <img src="smileys/smiley4.gif" border="0" align="middle">

    The demo has a layout sise of 8000 x 8000

    So all the speed settings are adjusted to that.

    A smaller layout = faster, so the speed settings react different if u copy paste the events in game with a smaller layout.

    In other words : It needs to be tweeked when u copy paste this to your event sheet.

    Have fun and please let me know what u think.

    Kyatric (u can put this one in the how to page if u like.

  • Nice!

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Savvy001

Member since 22 Jan, 2012

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