Tomycase's Recent Forum Activity

  • Thank you very much!

    Edit : Just tested it, it works like a charm

  • Thanks for the answer, but I dont think that's what I'm looking for, I was looking for is how to use the audio position parameters correctly in relation to an obj distance from the listener point, using a variable to set the volume would force me to give the same tag to all sounds, which I want to avoid at all cost

  • Hey there, I have a question about the positioned audio parameters :

    I'm using the Play at Object action to play a sfx from a sprite and move that sprite away from a listener source to adjust audio channels separately;

    My question is, how should I adjust the audio parameters so that at a fixed distance, the sfx gets inaudible?

    As an example, when the sprite distance=0 the audio is at full volume, and I'd like to, let's say, have it muted when it reaches distance=50, but so far I only manage to get approximative results, so I could use some help, thanks a lot!

  • Hey there, as I said, when I have some time, which I don't have much atm

  • Hey there, there's ways to do it but there are complex, it requires to save the projectiles coordinates in an array, and draw polygons between those coordinates, it should be possible with the drawing canvas plugin however I've never used it, there is also R0j0hound's paster plugin that was ported to C3, I'll try to make an example file when I have some time

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  • I see, so it was pinned to the wrong instance, you might need a "for each" condition so each sprite pick the correct hitbox to pin

  • Hey there, the only way to verify what's wrong is to check your project file to make some test, if you're ok with sharing it;

    In the meantime, try to check if there isn't other events that interferes with the pinning or even the sprites themselves

  • In the actions available for objects, you can assign a tag to this object that will be used when colliding with solid objects; you can then add this tag in the tag list of the solids objects, and choose if they should collide or ignore these tags

  • Glad that it worked!

  • drive.google.com/file/d/1f-3B5F73j5bcxilIekIYixKFzt8HEZvT/view

    I made a first fix with some code optimisation :

    Replaced the character movement with 8-Direction;

    Placed all the falling objects sprites in a main object called "Ingredients" as animation frames with speed = 0, the animation frame is set after the global variable that was previously used to pick which object to spawn;

    On landed triggers the falling objects to pin themselves to the player;

    No slow movement on the player part, the objects follow its position correctly, only one problem currently is that the falling object can pin themselves to the pile from the sides, might need another approach to this method

    EDIT : Second fix, this time the solid behavior is removed from the falling object, a pilechecker object is placed on top of the pile at last object which collided with it position

    drive.google.com/file/d/1bEVDMtOjxXOHEeitsryq_vp9wjl21ebp/view

  • Now that's very weird, I'll see if I have some time to inspect the file later on

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Tomycase

Member since 3 Apr, 2016

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