jobel's Recent Forum Activity

  • nope!

  • DBurca forward slashes or back slashes?

    hello /Games

    hello \Games

  • FromChris nice, that makes it little faster.. every little bit helps when you have 20+ frames, thanks.

  • you just have to open a new image for each frame. it's a lot of clicking since I have 22 frames. but it's better than setting 22 collision polygons every time I want to change something in the animation (reimporting since I'm using a different program for the art).

  • newt no I mean if every frame has a different collision polygon... I don't want to remake those every time I update the animation and import..

    imagepoints are easier, but still a pain to have to go through each one and 'apply to whole animation'.

  • How do I update sprite strip and keep previous image points and collision polygons?

    Look like I could do this one frame at a time maybe? but not a whole sprite strip?

    How are people updating their sprites that have 15+ frames with different polygons each frame?

  • Fib will that script run successfully even if the user doesn't do an action? i.e. can you automatically make the game fullscreen?

  • SecondDimension what are the issues you are seeing in r210 and latest nwjs?

  • ahh thank you! I knew I was close..

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  • I'm close, but I'm not sure why this is stumping me!

    I want the yellow box to Sine Forward/Back but be "pinned" to the edge of the blue box as it spins.

    drive.google.com/file/d/1-GBnDx72E5VSs8QcyRXoXBjjDn6zG339/view

    it starts out correct but then it sines in the wrong direction.

  • calminthenight

    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.

    I would say you are right about that, but I've been using positioned audio in Construct 2 since 2013 and it was never an issue. (until about a year ago)

  • calminthenight

    I updated my post. I just ran a test and I still hear the issue when using "Play At Object".

    I issued a bug report on github for Construct thinking no way this is a Chromium bug. But I guess it is. There was a user that posted on my bug report that said he issued the bug report to Google.

    I honestly don't think this will be fixed anytime soon.

    I also work in sound design, so I have a critical ear when it comes to this. The problem is that audio is often overlooked in all walks of life, so I can hardly blame the powers-that-be.

    Currently in my tests the audio artifacts are extremely subtle to moderately noticeable. The issue I have is that when you make a large game with lots of overlapping sounds, the problem will just multiply and end up creating something that many will just think is glitchy, laggy, gameplay. But to me it will sound broken. So I've moved on.

    I have not noticed any issues with doing something like:

    Play at Volume: -(distance(enemy.X,enemy.Y,Player.X,Player.Y) / 50) -10

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jobel

Member since 27 Jul, 2013

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