calminthenight's Recent Forum Activity

  • The actions that handle clearing an inventory slot when giving away an item were disabled in the event sheet. Enabling them solves the problem of not being able to add more items. However it also destroys other similar sprites, but does not remove them from the array which means they can never be removed because they don't exist to click on

  • Looking at your array_inv_items the cheese(sword) and apples which are loaded into the array are not being removed from the array when given away. Therefore I would say that no other items can be loaded into the array because all of the array elements are full.

    There are other issues such as multiple instances of an item being destroyed when giving one of theose item types away.

    Is the desired behaviour this: Move item into 1 of 4 inventory slots, when the item is used/given away that inventory slot then becomes empty?

    Are you also wanting to move other remaining items towards the left when one is used so that when a new item is added it is added at the end or right hand side?

  • No-one can help you when your question includes no project file and your description is indecipherable.

    Try re-explaining your issue more clearly and perhaps include a project file or at least an image of your events.

  • It works using a pick condition

    demo project in r212 https://1drv.ms/u/s!AkmrWgxeuxlKhIZ_GEdQ-lOfJdG1xQ?e=FivpNt

    Use two different tilemap objects for your upper and lower walls.

    If you used 3 layers: fg, player & bg and two tilemaps, 1 for lower fg walls and one for upper bg walls then the player in the layer in the middle you wouldn't even need events.

  • You could also use function with pick events. You don't need the function, could just put the events in the is jumping event but it might be useful to part it out.

    So:

    - On player jump call function "destroy platform"

    --(function"destroy platform")

    -- Platform - Pick Nearest to player XY

    -- Destroy platform

    demos in r212

    manual movement https://1drv.ms/u/s!AkmrWgxeuxlKhIZ8mcWqLpy5iiFs_g?e=hfYjIG

    auto movement https://1drv.ms/u/s!AkmrWgxeuxlKhIZ9c9Ogd6dw2GEAzQ?e=MnwEAj

  • construct.net/en/make-games/manuals/construct-3/plugin-reference/text-input

    See manual entry for Text-Input

    For comparing just use a string variable and compare to others

  • Hi MrRiker30

    Unfortunately positioned sound is broken in chromium. It isn't an issue with Construct. A couple of Construct users have logged bug reports with the Chromium team and I recently added a small project to that bug report using simple javascript to demonstrate the issue. Hopefully they can get it solved in one of the next few releases.

    As NWJS is based on Chromium, the issue is present there and unfortunately there are no workarounds.

    Your best course of action is to move to non-positioned audio and, if you want to, use the fade volume action with appropriate events to change volume based on distances.

    Sorry for the bad news.

    Links to construct and chromium bug reports:

    https://bugs.chromium.org/p/chromium/issues/detail?id=1041182

    https://bugs.chromium.org/p/chromium/issues/detail?id=1002093

    https://github.com/Scirra/Construct-3-bugs/issues/3578

  • I would use containers. And then there are many options to set the follow behaviour depending on what you are after.

    Here's a small example showing using containers and lerping position of follower to leader waypoints saved as instance variables every .2 secs.

    This works for any number of instances with no picking required, but you could handle the movement in any way you like

    https://1drv.ms/u/s!AkmrWgxeuxlKg_8Q_K0U4mR7vuid2Q?e=zZ9xpP

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  • jobel I'm a career audio engineer so I think it affects us more than it would others :)

    Yes using your method there should be no problem, however if you were instead to play a file and then update the volume using 'set volume' every tick there are noticeable artifacts every tick. These aren't present if you use 'fade volume' instead.

    e.g.

    My point is that while this is definitely a chromium issue, I think the issue lies with how frame-rate(tick) dependent updates are made to audio. This would explain the positional panning artifacts and the set volume artifacts (panning is just volume adjustments anyway). Given that using 'fade volume' does not reproduce the issue, it's implementation in chromium may somehow be non-tick dependent. Hopefully this means that this method can be used for panning in the future.

    All just thoughts.

  • jobel

    I found a chromium bug report (maybe yours) and uploaded a small example using some JS from a guys site. The problem still exists and it looks as though it's a chromium issue. you can see the latest post with the example by me here: bugs.chromium.org/p/chromium/issues/detail

    Hopefully that smaller example can help them diagnose it.

    I just switched a fairly large project from positioned to non-positioned for the same reason. I encountered issues even with the non-positioned audio when using "set volume" every tick however, switching to "fade volume" with a time of 0.1s on every tick removed those issues.

    Have you encountered any issues with the non-positional audio?

  • Never mind. The issue is removed when you use the fade volume action instead of set volume.

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calminthenight

Member since 28 Jan, 2018

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