jobel's Recent Forum Activity

  • where can we follow progress on this game?

  • if you want to stay on the same layout just use a big layout and move to a different location on the layout.

    for example in my game I have a viewport width of 854. so my layout length is 854x3 and I jump to 3 different points in the layout for different screens.

    for a transition you can fade in a black Tiled Background on the HUD(parallax 0,0) layer, then fade it out for a quick fade to the new area.

    or you show the camera scrolling to the new location, just have an invisible object with ScrollTo behavior then move/tween the object to the desired place and the camera will follow.

  • newt I use steam so I don't know first hand. But I bet it wouldn't be too hard to make a launcher program that would check on the status of the version the user is running.

  • when someone plays the NWjs export, and plays it "windowed" is there a way to save their window settings and position for the next time they play?

    I didn't know players would even want this feature until I got feedback on it!

  • R0J0hound thanks! you're the best!

  • others are suggesting I save the percent of the bar instead of the actual dB attenuation. I suppose that is more logical!

  • R0J0hound so to go backwards I somehow need antilog right?

    if I start the game out only knowing the masterVol is -7 I need to init the volume bar width to a little less than half.

    what I don't understand is how to reverse the 20*log10(percent) to get the width of the bar.

    EDIT: if the only information I have is: vol(-7) and maxWidth(109) of the bar how do I calculate the actual width?

    in the first scenario the player is setting the volume bar manually so its not an issue but once its set and I save to localstorage the next time the game is loaded I need to start the bar at the width that reflects the stored volume.

  • R0J0hound

    Full volume (1) will give 0.

    Half volume (0.5) will give -6.

    Quarter volume (0.25) will give -12.

    I feel half as loud sounds like a 10dB cut? Is this just me? I have read about using -6, it just doesn't seem half as loud to me.. could be because of my aging ears!

    (I also commented this on the link you posted above, feel free to ignore it.)

  • TIL dBs can kill (which I seriously did not know!)

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  • R0J0hound I think its because of how sound is doubled (similar to what ashley said). the human ear can tell the difference in volume if you were to drop 1 tennis ball vs 2 tennis balls on the floor. but it would not be able to tell the difference from 50 balls vs 51 balls. And if it were linear you could be making volume changes and hear no difference at certain points.

    percentages is an interesting idea but I think the percent is still based on a logarithmic scale right? 1-2 vs 50-51 are two different (human hearing) ranges but are mathematically the same - we just can't hear it as the same!

  • The player can set the master volume by clicking on full bar (looks like a healthbar). Wherever they click in the bar I subtract that X from the bar's origin (origin left).

    i.e. full bar width is 109, if they click in the middle I get the value 54.5

    Then I subtract 109 from 54.5 and get -54.5 then I divide that by 5 (why? trial and error) to get -10.9 (which I then set the volume to to make it half as loud)

    Now I need to save the -10.9 to Localdata and init the volume to that the next time they load the game - and that part is easy. But when they look at the master volume bar I need it to reflect the current volume. I know the / 5 part of the calculation isn't exact, so I figure I should ask how to get the REAL value so I can reverse it for the correct bar width. Any ideas?

  • lennaert well you can embed them, just surround the gif link with [img=" " (then close bracket)

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jobel

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