jayderyu's Recent Forum Activity

  • I believe you can. You are not selling C2. You are selling what you produced with C2. People make money writer books on tools you can do the same with video.

  • the Solid behaviour collides with Platformer and Bullet but not other Solid.

    When I had to deal with the same problem. I just gave them all bullet behaviours and the solid behaviour. It produced a bit of bouncing but managed to seperate them.

  • Is keyDown & Is Player on the Ground

    then Simulate jump

  • You shouldn't ever use immoble for anykind of moving physics object. If you force an immoble object to move. It's likely the physics results won't occur very well. "immobile" is meant for static objects.

    I would suggest instead adding a limited revolute joint to the paddles instead.

    and finally. i don't see a lot of good things coming from using physics. I would suggest using bullet behaviour on the ball. then when a paddle hits the ball just adding extra force to the balls speedl

  • Jase00

    I see. I get what you mean. There are some points I want to make out though.

    1. it's very unlikely you will ever do this en-mass where shifting an audio node from one effect environment to another. Even if it were this can be accomplished by using

    isAudioNode in environment effect sprite

    once while true

    -- turn on/add effect

    isAudioNode not in environmetn effect sprite

    once while true

    • turn off effect

    2. Unfortunatly WebAudio doesn't work so easily :(.Either Ashley has to do a more advanced effect manager or we do an advanced effect manager. but right now as it is now. Every thing can already be done.

    But I do get what you mean and I can see families making it easier.

    Anyways. I did take the problem with effects into my own hands and have been building an effect manager. Though i have been contemplating writing my own Audio Plugin entirely based around Audio Nodes and Effect Zones objects. The hiccup is that I don't want to deal with having to deal with the various devices that reqiures so many fine tuning. So currently it's just a CAPX.

  • this was a response to Madfactor, not the most previous

    I get all that. I've added echo hallways, muffeled sound, distance audio effects. All using a single tag.

    Maybe there is a missunderstanding to audio effects?

    Every tag can have multiple effects applied to it. After that it's just about turning the effect to tag value up and down.

    I have in The Blue Code. Where the player walk into the castle. While the player is walking there is the castle echo on the foot steps. per step over 10 different foot step audio files. When the player walks on the carpet the entire step&echo then become muted. Now the player walks with the audio play of random step, echo, muffled. When they walk off the muffled is 0 effect out and then its just echo on stone again. When they walk on the wooden panel we use a modified muffle to do a wood like muffle. while still having the castle echo. then when the player changes rooms to a smaller room we reduce the echo effect. when the player changes room effects again we increase the echo effect to represent the scale.

    not only did we do that with the foot steps. We did with randomplay back audios for contrstruction sounds, kitchen sounds all at variety of effects.

    as for the music in The blue Code castle. We have 3 volume levels and 3 different echo/reverb levels. In the kitchen the farthest from the throne. The reverb is minimal and quitest and lot's of muffle, in the hall it's medium reverb with medium volume and some muffle, then when in the throne room the muffle is off. This results in an awesome effect that when not in the Throne room you can't hear all the lower base instruments. But when you finally get to the throne room you hear them all and it's such a form of building excitement.

    So I had different effects going.

    I will admit however Family audio tags may make life easier. But by no means have i been limited by the current design. The hardest part working with the audio is that adding an effect to an aduio is poorly named. Actually it's not. Every time an effect is added to an audio tag it's added and referenced by a 0 index. So adding more than one effect left it harder to track. So we pre-added all our effects during the loader and splash screens. Then we knew the order of addition and were able to track them.

    it would have been easier to add an effect by name and reference by name. That's what I really want.

    So while i'm saying it's not interesting and certainly not saying 'no'. I just don't see a practicle use where having it stops me from doing what i want.

    Anyways. I am making an advanced audio tool to handle family effects and such. In doing so I researched the WebAdudio. And what your asking can't really be done by simple means. It's why I haven't released in any form my audio manager tool. So because it's not that easy I don't see why Ashley would do the work for you that you can already do on your own. Just take the effort step and build an effect manager.

  • I've already done stuff like that with a single tag.

    Jase00

    I've already done that with low-pass without require multi tags.

    I'm not voting against the idea. I'm just asking of a practicle use where having it allows something that can't be currently done.

  • No it's not easily possible to do this.

    After looking into this myself withouth C2 and working with direct JS. I found that the Browsers do not reliable report the em or px density accuratly.

    The only way to do this is to have the user report the DPI and the screen dimensions manually at the games run time. This means your going to have to use a very large table of devices.

    Some devices can be detected by C2 well enough as int he IOS family. But the Android, Tize, Windows8.... your on your own.

    it's prtty crummy. I wanted to do the same thing over a year ago.

  • An interesting idea. The taxonomoy would have to use "," not "&" sumbols as that is used for string concatenation.

    However is there a practical use example. I can't think of one.

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  • I thought I replied in this thread before :P

    Yes. I agree +9000 for a form of Master/Inheritable layout.

    While I tend to use prorammatic cross level HUDS now. A visual style would be more appealing.

    I've used the design of Global objects for HUDS. which does work. but then require more management to destroy/hide/rebuild when going to layouts and screens that don't need them.

  • I'm pretty sure there is already an AudioBase64 plugin already. This should be able to let you grab an audio file and import into the audio program.

    scirra.com/forum/plugin-base64-audio_topic52192.html

    I can't say it's 100% perfect.

    You would have to preconvert a file into a Base64 audio. Put it on your server. Then use an AJAX call to grab it. then use the plugin to use the Base64.

  • Configuration I think is a carry over. At C2 first inception C2 was going to support multi export to various languages nativly(JS, C++, Java, ObjC...). However that was dropped real fast. So Configuration doesn't do anything and probably won't in the years to come.

    As for Touch. Since Mouse also simulates Touch input and Touch will react to Mouse input. I suggest use Touch for all Left Click based actions. You only need Mouse when you need the active mouse location for say "is mouse over", or other mouse buttons as in Right click, scroll wheel so on.

    I took over a project once that used Mouse only, but was some day going to be a mobile game. Slowly over a week I modified all the Input to Touch. Except that I left key elements where I need the Mouse X/Y when I wanted an object to follow or highlight the button. Worked fine. When I ran the game on mobile device. The game still ran fine. Except I didn't of course have any mouse features.

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jayderyu

Member since 11 Apr, 2012

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