farflamex's Recent Forum Activity

  • It stays up to date manually as far as I can tell. I'm happy enough importing to Audacity, exporting, then importing to C3. Seems a bit fiddly but it doesn't really matter. If it persists with new files, I'll ask again but for now I have my sounds working at least :)

  • Saving them from Audacity as 16-bit PCM still gives me silent 'wav' files in my project. If I save them as ogg they play fine, although they're still 'ogg' files in the project. Is there any preference? Is it fine to just import them as ogg's? Is there a reason why my 16-bit PCM files aren't playing?

  • I'm not quite sure why it's not working though. I drag them in correctly, it SAYS it's going to convert them to webm in the dialog, but then they just turn up in my file structure as the original .wav. They preview correctly but don't play using the Audio -> Play. I think I'll have to convert them with Audacity first?

  • Ah HA, Audacity, that's what it was called :)

    I have loads of WAV files but they don't convert for some reason. Maybe they're not 16-bit? I'll have a look.

    Thanks for reminding me about Audacity anyway, that's what I was trying to remember. I know that made the whole thing fairly straightforward :)

  • I seem to recall that the procedure in C2 was to turn a WAV into an OGG using an outside converter. Is this still the best way to go, convert it to an OGG and then drag that into C3 which then converts it into the C3 format?

    I used to use something that I had on my PC to convert, can't remember it's name now. Any advice on a good place to convert WAV's to OGG's or whatever I need to do?

  • I have a situation where I want bullets to hit a shield around a spaceship but since there might be lots of bullets and lots of spaceships, this will be a lot of collision tests. I was thinking about pre-optimising this since it's likely to be a bit heavy on processing but I'm not sure how I'd work out how fast C3 is with calculating collisions versus doing a distance calculation.

    I don't know if I'm doing my tests right, but I'm setting a huge number of objects (5000 of each) and with C3 collisions I get about 12 fps. With distance calculation I get about 2 fps, so it might be best to allow C3 to calculate this, if I'm doing my tests correctly.

    So my two methods would be.

    a) Create an invisible circular sprite that's attached to the spaceship, to act as the shield. Test for collisions between the bullets and the shield sprites.

    b) Take each bullet and find the nearest spaceship. Test if the distance between the two is < a certain distance.

    Obviously it would be insane to expect it to cope with 5,000 bullets and 5,000 spaceships, I was just stress-testing. But I wonder if anyone could confirm that C3's collision checks would be preferable in this case or if there's a better method?

  • As always, I found the solution straight after posting :(

    I put my invisible scroll-to object on the same layer as the UI and set the parallax for that layer to 0%, 0%. Not sure which of those two fixed it, or if it was both, but it's steady as a rock now :)

    I guess, in case anybody faces the same problem the issue was the parallax on the UI layer. It didn't matter which layer the camera was on, but the UI layer needs to have no parallax (obviously now that I've worked it out).

  • I'm scrolling my screen around using the scrollto behaviour on an invisible sprite. Everything works fine except for my UI which wobbles around slightly as I move (shifts a pixel left or right, up or down as I move, then centres correctly as I stop).

    I've tried removing the scrollto and using the system scroll to object instead but the same happens. I've tried anchoring my UI or placing it directly each frame with (e.g X = viewportleft("Layer 0") etc), but happens both ways.

    I've tried making sure the values are set to integer values, thinking maybe it was the fractions of movement that were causing it, but still the same.

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  • I found a very minor bug, it's probably worth fixing though it's not a big deal. Where/how do I report it?

  • Thank you, that's what I was looking for :)

  • I had a C2 license and I remember that C3 had the first year at half price if you added your C2 license code. I saw this screen yesterday but now that I'm buying C3, I can't find the place to add my C2 discount.

  • Hmmm yeah, that makes sense. Load in with Chrome and it uses Chrome. Doh, lol, thanks.

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farflamex

Member since 7 Oct, 2012

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