MultipleChoice's Recent Forum Activity

  • Ashley : Thank you very much, that's perfect!

  • Uploaded PNGs (from before the upload-issue) are not showing anymore in my threads at all... (FF, Chrome, IE, Safari)

    Basicly none of the pictures show up, I ever uploaded to the Forum, since I mostly use png.

  • danuyos

    Thanks for your comment.

    I do use sine and other functions combined with lerp, but as I wrote, it is not of convincing quality for musical use, due to the 60 fps (or ticks per second) limitation of the browser.

    That is why I am looking for a similar high resolution workaround, like changing the effect parameters over a given time with linear or exp. ramp settings. That seems to be independent from the actual ticks, or am I wrong?

    < Ashley : Please give me a short answer, if there is an alternative solution for this issue... Thanks.

  • desdinova

    Thanks, actually the greatest problem is still the 60 fps limit for envelope shaped volume and pitch changes (glide). I think I will till continue my project, which is a "proper" synthesizer and a drum machine. So I would be really grateful, if anyone has tips concerning my question here:

  • Feel free to try it here:

    http://www.kollektiveffekt.de/funride/

    More details here:

    viewtopic.php?f=180&t=126638

  • Anyone else? Some comments would be really useful...

  • Any idea?

  • 1. The easiest way is to have some letters in a different color in the same font (like in my case A white or D orange), which just have another code, like ° or ~ instead of A or D (since I need A and D usually in beige). Then you just name the object or convert its name when displayed, to the according glyphs. In this example, instead of AD " ^~ ". Now AD are displayed in a different color in the same font and same object. Little effort, besides substituting the original object name with other glyphs. Of course, you need a lot of glyphs, so maybe it is wise to split the same system in a different fonts for the alphabet and for numbers.

    2. I am also just repositioning some words in the special color. You can detect, if a word is included, count the tokens before and position your word accordingly. (That means the word in the special color is just laying above the other text including the word in the original color.)

    3. You can even count tokens in your text, then count the width (character width + token count), then place the new word after the previous font, add it's width, then continue with the other one again. But here, you have to mind the paragraph rules (max characters per line), to limit the width of a line and break your word into a new one, if necessary.

    I know, the first 2 solutions are not as flexible, as you mean it (I think), but you need to reconsider, how much effort you want to invest. The first solution is really easy, and should work fine, if you just take one special color.

    Hope it helps...

  • LINE000

    I think you should do it all different, this is a very strange way to solve it. You do realize, this way you need platform behavior for all objects on your map?

    The platform behavior of each object can lag causing them to slip above one another because of that. It is impossible to guarantee, they gonna stick together perfectly, as you already noticed

    Rather move the player, and set the cam with "scroll to" to it. then just replace (better than destroying and spawning, performance wise) the last one being NOT "is on-screen" and set its coordinates to the front. Look for some endless scrolling game tutorials, there are some out there in this forum e.g. here:

  • Take a look here, click a bit through the tutorial. Do you mean it like this?

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  • xeed :

    if two objects collide, thos two are already picked by this event. Now you have to decide, which one you want to destroy or do something with it.

    Let's say, you want to pick the first appearing bullet, and keep the newer one. That is easy:

    You can pick the top or bottom (z-index) one very easily by the expression "Pick top (or bottom) instance". Since z-index is influenced by order of appearance, that means the older (or newer) can be made disappear.

    Let's say, you want to destroy the one with lower speed:

    Pick the top instance of the two colliding, just as before, than set a local variable to it's speed. You need this, since bullets to bullets comparison confuses things obviously. (Bullets.Bullet.Speed < Bullets.Bullet.Speed would compare it with itself, so does not work like that.)

    Now you can compare to that local variable easily, see pic below for more details. (Of course it can be also health, or whatever attribute you compare of the two.)

  • Ozymandiaz : I think they fall nicer, if you have holes (not just a big block of stones), but that's indeed just aesthetically speaking. Glad to help

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MultipleChoice

Member since 25 Oct, 2013

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