jobel's Recent Forum Activity

  • Kyatric dop2000 thanks, glad it wasn't me! I will make a bug report.

  • dop2000 hey you seem to know about sound, any chance you can tell me what I am doing wrong here?

    when I Play At Object, on some previews (not always but most of them) the sound has tiny cuts, giving pops and digital errors. If you just replace it with a normal play you will hear the sound how it should be.

    I'm not sure what to do. I can reproduce it pretty steadily and frankly I'm surprised no one has mentioned it. I looked all over the forums so it must be something I am not doing or I'm just using it wrong.

    I will probably end up just using the volume = lerp(-10, -100, abs(enemy.x-player.x)/1000) you mentioned in another thread. But I like how the Play At Object pans the sound based on direction, that could be interesting for what I am trying to do.

    So I will scrap the Play At Object unless I can figure out what is causing this. Any help would be appreciated. thanks!

  • dop2000 that's a clever thing there, matching the rotate speed to a "tweened" behavior... I like that. let the behavior do the heavy lifting!

  • its not that easy to do.

    maybe try using Tween Behavior, it has some built in easing functions.

    you have to do it through events though.

    you probably have to combine it with Rotate or some other spinning function. Search the forums, I'm sure someone has done it.

  • WackyToaster I want more than just volume controls. I have player sound effects and npc sound effects. Sometimes they use the same sound effect for example when the enemy gets the laserbeam and the player also has that weapon. When both are shooting I want to compress them (audio compression) so they don't add together to make the sfx really loud. Because sometimes there could be 5 npc using the same sfx.

    So I want:

    npc1 loop_sound1 > tag:"weapon_sounds"
    npc2 loop_sound1 > tag:"weapon_sounds"
    npc3 loop_sound1 > tag:"weapon_sounds"
    player loop_sound1 > tag:"weapon_sounds"
    

    Then I want to put a compressor Effect on tag:"weapon_sounds" (which I do in OnStart of Layout)

    but now I want to shut off let's say: npc2's looping sound. I think this is beyond Construct Audio ability right? It's essentially having audio channels.

    I would love to be able to give an object 2 tags or having playing audio in a Family so I could refer to the group and also the individual sound.

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  • oh I think I see.. for some reason the 8-dir player speeds up when colliding with object that has MoveTo

    ... yeah I have no idea what that is about.. seems like a bug.

    Nepeo do you think this a bug?

    drive.google.com/file/d/19nH5Mus6l980imBNxMYm17kteFWenWvS/view

  • I haven't used MoveTo, but I added it to the example.

    I can't tell what issue you are having with it. check my example again

  • you don't have to use lerp, you can just move at a constant rate instead of lerp. but still use SetPosition

    instead do:

    make a time and a speed variable..start with .1 and 100

    t = 0.1

    speed = 100

    then set the position of the bar...

    Self.Y + ((player.Y - Self.Y) / distance(Self.X,Self.Y,player.X,player.Y)) * speed * t

    EDIT: had to make some changes to the equation

    EDIT2: actually that might still have some easings built in...I don't understand what you want exactly. Do you want the wall move to only happen once (to where the plays was when they entered) while the player is in the boundary?

  • I think we need some context here.

    Usually with arrays you are looping through them, or if you use them statically then you are just referencing the array positions with CONSTANTS.

    If you want to find the first 15, loop until you get 15

    to find others you would need a second local variable that counts how many you found, you stop at the desired one with Stop Loop.

  • Can someone else confirm that you are hearing audible pops and artifacts when playing this sound AT object?

    It doesn't happen every time, but it happens at least every other time you start the preview.

    If you can reproduce, do you see something I am doing wrong using Play At Object?

    drive.google.com/file/d/1b6NpRzEEfBNbTRBA9e3p2R0FbLrXzUGA/view

    playing the sound normally (not at object) will result in the sound never having issues.. so I know it has to do with the "Play at Object".

    any help would be greatly appreciated. thanks.

    Tagged:

  • I know the Text object is a Form control and I don't think Construct can do much there.. but with SpriteFonts you should be able to do anything you want having perfect pixels when scaling.

    drive.google.com/file/d/1mjEO_9pxkprzcZCn6BRJdVOdT6Z2tkX6/view

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jobel

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