BioMechanical's Recent Forum Activity

  • Ah, thank you!

  • I haven't encountered any bugs yet, aside from the program crashing, when I was installing new software, but I understand if they turn people off. I do wonder, though, how did people, who can't afford Construct 2 moved from this to the limited trial version? Or have they stopped using Construct entirely?

    Also, any solutions to the array issue???

  • I've noticed that there's no way of getting a certain value in an array. There are expressions like CurrentX, but there doesn't seem to be a way to set which X to read from. Unless I use a "For each element" CurrentX always stays at 1. There are also the (x), (y) and (z) expressions, but it tells me I can't use them. So what are they for? So, is there a way to read from a certain element in the array without having to use a loop?

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    Also, on an off-topic note: It seems to me that the Construct Classic section has pretty much died out. I don't get it. Classic still has appeal, being Open-Source and still being able to do a lot more than one might think. Also, I don't want to move over to Construct, because 100 events are not enough for a full-fledged game and I can't afford the unlimited Paid version. :/

  • The simplest is to put all the objects you want to z sort in a family (player, trees, walls, enemies). Then use a a for each ordered condition.

    for each family1 ordered by family1.y ascending

    --- family1: move to front

    I thought of it yesterday, saw this today and decided to try it. Tried it and it works. Huh. Thanks!

  • Sorry for replying late. I'm afraid to say these methods didn't really work :/

    The tutorial example doesn't work, because I don't want the player to be displayed at all when passing behind objects.

    The method by Destitute doesn't work, because the actions, once again apply for all instances of an objects and this creates glitches, when the player passes around multiple layers of objects. For example: if the player is slightly behind one object, but also slightly in front of another object, the player object will be displayed behind both objects.

    Does anyone have any other solutions?

    Thanks.

  • You don't understand. The problem is not which actions to use. The problem is that Construct doesn't seem to differentiate which instance of the object the player is in front of or behind. Let's say we have two palm trees on the screen, with one being slightly below the other one. The player overlaps with the higher palm tree and is below it. However the player object is not being drawn in front of the tree, but behind it, probably because Construct checks the Y position of the other tree, which is below the player object and therefore in front of it. So the same settings are being applied to every other instance of the palm tree object. I'm trying to make it so that it doesn't do that.

  • Here's what I'm trying to do: I want to make it so that the player object is displayed in front of a certain object, when it's below it and behind the other object, when it's above it, in order to create a simple illusion of depth.

    In Game Maker each instance of an object has a Depth variable, so there I could just set it to the Y position. In Construct, however, there's no such thing. There's the Z Elevation, but changing it also scales the sprite and I don't want that.

    I tried various methods like checking if the player object is overlapping with some other object and if its Y is Greater or equal to the other object's, but it doesn't work. So how exactly do I do this in Construct?

    Thanks!

  • Yes, this is exactly what I needed! And the technique works! (Well, it's not perfect, because analyzing the Amplitude itself does not differentiate between "S" sounds and vowels, but that's because of the audio data itself) Thanks a lot!

  • Well, as I mentioned earlier, if it's not possible with Construct itself, isn't there a plug-in or something with such features?

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  • Is there a way to analyze the loaded audio, whether through Construct itself or plug-ins? Basically, I need to play an audio file and have the speech in that audio file control whether a character opens or closes their mouth. To do that, I decided that the game should analyze the audio file every frame and check its current amplitude (NOTE: This has nothing to do with the controllable volume level in the game itself). If the amplitude's higher or equal to a certain number, then the character would have opened their mouth. If the amplitude is below that number, then the character would have closed their mouth. So, is there a way to do it? If it can't be done through Construct itself, is there a plug-in, that could have the needed features?

  • Is there a way to analyze the loaded audio, whether through Construct itself or plug-ins? Basically, I need to play an audio file and have the speech in that audio file control whether a character opens or closes their mouth. To do that, I decided that the game should analyze the audio file every frame and check its current amplitude (NOTE: This has nothing to do with the controllable volume level in the game itself). If the amplitude's higher or equal to a certain number, then the character would have opened their mouth. If the amplitude is below that number, then the character would have closed their mouth. So, is there a way to do it? If it can't be done through Construct itself, is there a plug-in, that could have the needed features?

  • Is there a way to check whether no key is being pressed? I want the game to check if the player isn't pressing any key at all. The regular keyboard and mouse object only includes a condition for any key being pressed. I tried using that and inverting the condition, but it doesn't seem to work. Does anyone how to do this?

    Thanks.

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BioMechanical

Member since 20 Dec, 2015

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