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  • another way is to just make a bool called NotFirstTime = false.

    then at the bottom of your sheet set it to true.

    then do OnCreated AND NotFirstTime or OnDestroyed AND NotFirstTime

  • I'm thinking I would start scanning each 'filled' block from left to right. Then only check the adjacent blocks to the right while disregarding diagonals. Or something like that.

    I honestly don't know if this brute force way of checking every one by one (and then every one around it) is the best way to go.

  • dop2000 no no, I didn't mean that.. I meant set the correct tile, as in a NORTH, SOUTH, SE etc.. piece.

    you have to look at the tileset to understand.

    I want the first picture to become the second picture..

    btw, this took a long time to make the image by hand cut & pasting the tiles manually and figuring out which one goes where. If there was ever a good process to automate it would be this one!!

  • hi,

    I have grid of block sprites that I randomly set to 'filled', then after I want to go through and place the correct tilemap tiles on to each 'filled' block.

    never tried this before but just wondering if this is the best approach..

    see here: drive.google.com/file/d/1eOtWNitd67RKnDOlZH6rjs7FkmJRWN8k/view

    thanks!

    Tagged:

  • what does your export process look like?

    I haven't made a new apk since Cocoon, but I literally have a Construct game I made and its on my Android phone right now; the sfx are flawless and I'm also a musician so I understand latency.

    I would try to regress the export (use older versions) somehow and do some tests to see at what point this problem occurs.

  • DiegoM good, I thought it was just me! thanks for fixing it..

  • Anyone else experiencing issues with the x/y image point arrow buttons in the Sprite Editor?

    For a while now when I would left-click the up/down arrow buttons when changing the origin or image points, the first few clicks would go unnoticed, I had to tap it a few times before it incr/decr the number which was slightly annoying but tolerable.

    But in the last week I've noticed an even worse problem. When I left-click the arrow once and and keep the mouse pointer hovered over the arrow, it's as if I'm holding down left-click and number incr/decr really fast until I move focus off the arrow button (without clicking just a hover)

    Is this on my end or are other having this issue?

    EDIT: found a couple of differences. When I left-click in the X/Y field and put the blinking cursor in the field and then click the arrows, all is well, it incr/decr with each click. However, if I'm not currently in that field and directly go to clicking the incr/decr arrows is when it behaves like I'm doing a mouse button down.

    Tagged:

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  • One way I do a similar thing is I make a grid of sprites that are camera points and I ScrollTo the camera points depending on which one is closest to the player. This way I completely control the camera bounds.

    Not sure what your game looks like, would probably help if you made a project mockup of what you are trying to do. But it seems like AllanR had the answer, you just need to dynamically pick which tiles are relevant as your min/max depending where the viewport is in your layout. Some sort of nearest calculation should do it where you are always changing those values depending where the player is in the layout.

    Assuming you are doing and abrupt scrollTo it should work without any overlap.. but if you are using some sort of lerp for your camera, there will be bleed since if you suddenly change the min/max and are currently out of the bounds, it will then need to lerp to the new max/min and you will see it do so.

  • I have not had this issue when making Android apps. There is a delay for audio files in the 'music' folder, but not for the 'sounds' folder.

    Can you make a stand alone example of an empty game that plays a sound on every touch to see if you can reproduce it? and make sure its nothing in your game?

  • To do this you won't be able to channel all your sounds into one tag for compression. Because you'd want to make a unique tag for each sound, so just add the UID to the tag like this:

    Play Magma Tag: "MagmaSound" & Magma.UID

    Then when you want to stop it

    Pick Furthest Magma

    Stop "MagmaSound" & Magma.UID

  • couple things..

    first Trigger Once won't work on loops like that.

    second, are you using Visible as "visible on the screen"? because all objects are visible until you make them not visible. You probably want to use Is On Screen instead.

    third, Play At Object is bugged and produces a weird static sometimes so I suggest using Play and set the volume dB depending on how far away the player is with: -(distance(Magma.X,Magma.Y,Player.X,Player.Y) / 50)

    also I would suggest running all your magma sounds through one tag "Magma" and then On Start of Layout add a Compressor effect to "Magma" (use default settings is fine) this way they will never clip, like if you were close to a lot of them at once.

    Also think about adding a small pitch variance after each one: tag: "" Playback rate: random(0.98,1.03) this range might be to be widened depending on the sound.

    also make sure you use "" for tag and not your actual tag name since this will only change the last played sound and not all sounds for "Magma"

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jobel

Member since 27 Jul, 2013

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