aznmonkeyboy's Recent Forum Activity

  • Sushin

    Well, it's sort of fixed.

    I have reduced the number of units spawning, and I have capped the number of squads each team can have. But that did no good.

    Then, I just played around with the sound levels. Not much that just.

    So, I went and checked the audio object and change the panning model to Equal Power. Gun shot sounds are still flying Everywhere, but at least it does not hug the speakers to death.

    Thanks for trying to help Sushin! This may not be the best solution but it is all I have found so far, and it works well enough for me.

  • Yeah, I have been thinking about that, but I also do not know how to limit the number of gunshot sounds that can play at any time.

  • The doors are just extra. They're there just to give a sense of a closed room. I can get rid of those if I want.

    My problem here are the immense number of shooting sounds playing. Here's the little project I'm working on.

    Basic Instructions:

    • WASD movement
    • Mouse aiming, Left-Click shooting
    • G to change weapons
    • TAB to tell your team to charge or hold at the last point captured.

    Steps:

    • Wait a while until a few teams spawn, than press TAB and charge into the next room. You'll see what I mean then. It's not loud at all, but maybe keep the volume low just for safety measures.

    Here's that little project:

    Team Conquest

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  • Sushin

    I've tried that, but it's still the same; only thing is, it's quieter. I think it's the fact that the sound starts playing way too much.

    What I mean is, from my first post, the game I have in the arcade has 20-40 units all dispersed so there's only ever 2-10 unit all firing away at one another.

    But in the problem I'm having here is that its more than just 2-10 unit in the same area. It's one tiny room with even 40 unit, not even close to 100 units or even 100v100 (200 units, though that was a bit of an exaggeration).

    So my main question here is, how do other games handle an issue such as this?

  • Or you could try clicking on the Audio object in your project's object list on the right and play with Audio plugin properties on the left.

    I'm mostly looking at the the 3 main things

    • Distance model: how it calculates the volume reduction over a distance I suppose;
    • Maximum distance: How far the volume will reduce before it stops reducing; and,
    • Roll-off factor (probably what you're looking for: how quickly the volume is reduced as the source moves away.
  • vtrix

    I've settled with a different solution for this case, but if you still want to help and know something about audio here, I have another situation brewing and my speakers hate it.

    You can find that problem here:

    scirra.com/forum/topic70597_post434345.html

  • If anyone's been playing my little arena shooters, they should know that a big part of the game is... well... shooting stuff.

    And every time you shoot, you hear a sound. That sound is usually a BANG!

    Again, for those who have played my game, you should know that the number of sprites are around to 20-40 sprites total and spread out.

    But, I felt a little crazy and pit 100v100 shootout in a small 640x480 space and the burst of sounds simply kissed my speakers to sleep.

    So... can someone help me find a solution? Thanks.

  • I have been working on my project for bit now and it has gotten a bit packed with all the things going on. I'm uncertain if what I am asking for help on are bugs or just poor logic on my half, so here goes.

    1: I need help on properly understanding this little snippet.

    dl.dropboxusercontent.com/u/80414762/conditionsHelp.png

    What I want:

    • When player overlaps zone
    • when zone is player's team's zone
    • when zone health > 0 (the zone still needs time before it can be captured)
    • when neutralEnemy is not overlapping zone
    • when teamEnemy is not overlapping zone

    I have met these conditions over and over again although it may be in my method of execution.

    I have been going over it over and over again, and I am fairly certain all of it is using AND logic, but the the resulting actions never play out.

    Method 1:

    Spawn no sprite but the player sprite.

    Result, nothing.

    note: I was the only sprite on the layout, others were destroy on start, so I don't know how that will play out on the last 2 conditions.

    Method 2:

    Spawn player sprite, and a handful of each other sprite. Then, kill off sprites in the zone I want to capture:

    result, still nothing.

    note: considering I have more than 1 zone littered about, the other sprites could still exists and overlap those others zones. Yet, there are not on the same zone as the one I myself am standing on.

  • Here you go!

    https://www.dropbox.com/s/mle77558kxcymws/LineDefense.capx

    edit: Oh lord! There were so many problems with the .capx, I hope no one's seen it. It's fixed now though. I hope this helps!

  • If your using the turret behavior then you can add certain targets to each turret,

    on start of layout - 'tower1' add turret target 'enemy1'

    and you can set bullet speed, rate of fire, predictive aim etc,

    it will be more precise but aznmonkeyboy answer is the easiest :)

    The turret behaviour is good for a lot of the tower defense games you see that use a radial targetting system. Ubru asked if there was a way to make it akin to Plants vs Zombies.

    The problem with the Turret behaviour here is that the turrets will start target enemies on other lanes.

    Ubru

    I actually forgot one more step Ubru. Apologies.

    Like L3mon said, you can differentiate them using variables.

    1. Give both your 'towers' and the 'lines' an integer variable respective to their lanes. ( say for example {lineNum} )

    2. If an enemy is overlapping said 'line', you can then compare and pick the 'towers' who's {lineNum} matches up with the 'lines' {lineNum}

    3. then FIRE AWAY.

    I'll see if I can whip up an example for ya.

  • So... I have seen a few people trying to make an RPG, and that made me start to wonder, "Where is everything stored?"

    So, like I just said, if I were to start on such a massive project, where would I even begin to store all those player vitals, stats, inventory, progress

    What are fine as instance variables? global variables? What are better off in a text file, array, XML, hash table, instance, etc.?

    This isn't exactly my focus at the moment as I am not working on an RPG, but I would like to hold the information in a back pocket of sorts.

    Heck, even if I am not working on an RPG, some elements may be useful for my project.

    I feel like I may be asking a very broad question, so for anyone that can take the time to answer, thank you in advance.

  • You can try adding a straight line across the entire row and use these:

    • When [Line] is overlapping [Enemy]

    -> every X second(s): cannon shoot

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aznmonkeyboy

Member since 23 May, 2012

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