MultipleChoice's Recent Forum Activity

  • EDIT: like this, you have guaranteed, that you pick all stones off screen to distribute, but then there are no wholes

    Basically, the positions are not that important at all in your case, since you show random faces anyways. But the holes are very much important.

    Also, If you have to guarantee some stones appearing always in pairs, the letter solution is the best. Randomize faces and positions with holes in your array, then distribute stones with the selected face does the trick.

  • Ozymandiaz :

    The problem is, you create stones double (or more times) on the same position with your method, since you pick wrong.

    Because you say, if ANY tile is overlapping Sprite2, pick any tile from all tiles (also the ones not overlapping Sprite2).

    You mean, pick random tile, which IS overlapping Sprite2, and place it on screen.

    Capx attached. Also, better to say, if object is off screen, to spare one object, and the unnecessary collision checking.

    It solves your problem, but still, its not the best method, since it can happen, that some stones stay off screen. You need to make sure, they all get positioned.

    Use arrays to do that, like in the "scramble_scrabble" following example, just with 0 and 1-s (no stone or stone).

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  • fldr : it is all the same for you, just one floor. The engine handles that too. The enhancement in the engine about multilevel is only, that you can block one player, but not the other at the SAME TIME. You don't need that, but still very useful this way, since it does NOT CHECK COLLISIONS at all (but it behaves, as if it would) , being very optimal in that sense.

    For you most important is, that it is putting the player in front or back (z-index) of the (wall or tree) tile automatically correct, according to their relative position, accounting their size. That makes it look correct, as if you would walk behind, then in front of the wall. obviously, that does depend on your y-coordinate only. X is also important for the sizes (width of both objects) to make the swapping of z-indexes seamlessly exact.

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  • fldr

    take a look, it sorts z-index according to the xy-position... automatically accounting player and (wall)-tile size just as you need it...

    just saying, the solution is laying before your very eyes

  • Hi community,

    I have a question about modulating volume and pitch of a sound.

    Lowering or raising volume every tick "manually" is of course possible, but since that is not smooth enough (one frame step is ~17ms at least) it

    does not produce convincing quality fades, even if the app is running smooth with the highest possible 60 fps.

    There is a way to use ramped value changes (lin. and exp.) on audio effects only, that seems to solve just this problem. That kind of value shifting over time appears to be with a much higher rate (and resolution), sounding quite great.

    Is that somehow possible with volume and/or pitch as well? Or are we stuck just at this two very fundamental audio modulation features depending on the frame rate?

    The only workaround I found is the tremolo effect, which can only be used to fade out, besides its obvious purpose. (Since it's phase always starts with 100% volume, only fading out is possible: if you add tremolo fx to audio and stop it, when the volume is lowest, you have had a smooth fade out.)

    Ashley , Kyatric please take a quick look, if you have any hints or ideas for me to work out a solution. I think that is a quite "advanced" use of audio in C2.

    You can see here: , one example I need it for.

    I would like to do more complex synthesizers, but it does not make sense, if I can not solve at least the harsh volume stepping-problem.

    Thanks!

  • CigarOfSinatra It looks great, but indeed very hard to understand, what to do and how to progress...

    Maybe more explanation during the tutorial could help. Besides that, it feels potent, and has a cool style too

    Keep us up to date.

  • fldr , tunepunk

    looks promising! Here is an example capx i did for isometric, multilevel and multilayer (one screen) purposes. There is a solution for auto z-indexing according to the position.

    Very effective, with no collision checking at all check it out, it might inspire you the right direction. Let me know, if it helps.

    Original Post:

    Original Text:

    Passing beneath/above object (being on different floors)

    Finally all the basic features are included. Not using solid-behavior or pushout absicly at all, since you have to be able to pass under walls, which must be colliding with the player on the same floor. (There still can be some reduced even now, eg "guides"). Players can just swap places, like with the wall being put in the foreground or background according to any layers, which is not implemented yet, but easy from here.

    No Solids

    Obviously, you can work more with collisions, also adding solid behavior -- which is more stable and might be necessary especially on slow devices to prevent passing through walls when slowing down to few ticks per sec. --, and just use this method when both players are on different floors, to disable solid temporarily, but enable the collision-control-lock. But I don't know, how many objects you are going to end up with.. it's always good not to have too many collisions, especially, if you plan to play it on phones/tablets. So its a balancing...

    Formula, Family and Harmony

    Also, it is just a sketch, I'm sure it can be optimized a bit. Sorry for any longer Formula, but I try to work with families and relative values, to build up a proper engine with all object types are being easily replaced or added easily, without further coding basically, so anyone can use it to start with. Of course, most of them will be registered, to provide some more transparency, (as I did already in this file). I am also thinking of putting them as a collection online somewhere in this forum, since I really enjoy developing different ones and got a bunch of them by now.

    CONTROL KEYS:

    Player A = AWSD

    player B = L/R/UP-ARROWS

  • Facet

    Thanks, appreciate it

  • alextro

    Feel free to check out, what I used this for:

    Kyatric Thanks once agin

  • Hi guys,

    I made this basic synthesizer with envelope controlled volume, filter and pitchbend modulations. Originally, it was merely made to test audio possibilities in browsers using Construct 2 for sound shaping purposes. Since some requests came in to explain it to people having no clue about subtractive synthesis and envelopes at all, I figured the easiest way is to include a step-by-step tutorial, so this side project can have an educational purpose for you guys as well <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    Since it uses advanced audio, Safari and IE are the losers (as usual). Please use Chrome, Opera or Firefox. Tests with further browsers are welcome, especially, if running without issues, to extend the list above. Please mind, it should display an error message, if adv. audio is not supported.

    So here it is, feel free to test. I strongly recommend you to accomplish the tutorial first.

    http://kollektiveffekt.de/funride/

    In addition to the described keys you can also press N or ENTER for next step and ESC or X to skip/abort during the tutorial (besides clicking the according buttons, obviously).

    If you have any questions about the app or you got tips/ideas for me, to achieve a better performance especially in sound quality, being strongly limited by the fame rate, feel free to comment here or as PM only to me.

    The limits: 60 fps means a volume or any other value step duration of at least ~20 ms. You can already hear that, or at least trained ears can. A possibility with effects I found is using ramps to interpolate (does anyone know, if that happens at audio rate?), but that is not possible with pitch or volume, which are THE most important fundaments for proper enveloping...or is there a way? If yes, please don't hesitate to share it with me.

    ("Paramaram" comes from all the functions I use. When typing "Function.Param(X)", because of the auto-complete-function of Construct 2, which is great, this funny and rhythmic mistake kept showed up again and again, keen to be the name.)

    Cheers and enjoy!

  • briggybros: Thanks, that part was clear though. Now I tried to make a demo of my actual problem (USING the return value), and figured out, it does work just fine the way I thought... I might have had a mistake somewhere, when I originally intended to use this mechanism.

    Thanks a lot for your support, your reply was very constructive, as it made me rethink the whole issue.

    Untwisted!

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MultipleChoice

Member since 25 Oct, 2013

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