TannerLivingston's Recent Forum Activity

  • Hello errybody.

    I'm making a platforming game, and wanted to implement some more advanced camera features (shake, etc) using MagiCam. I have MagiCam set as a global object. It seems to work just fine, but only on the first layout. Whenever I change layouts, the camera doesn't work anymore, even if I return to the layout that initially worked.

    Does anyone have any advice on this? It seems like it should be a fairly easy thing to fix, but I've been trying for hours, and I'm coming up with nothing. I would appreciate any help on this a lot!

    (if I need to make any extra clarifications, or if that wasn't clear enough, let me know.)

  • caiorosisca Sorry to be bothersome, but I have one more question about this. I'm trying to make it so the "green box" doesn't need to be placed exactly at the end of the layout. I've been trying to fix the equation so the distance between the right edge of the "green box" and an object placed at the right edge of the layout is subtracted from the equation. I've been working on this for quite a while, but I'm falling up short somehow. If you could help me with this I would be soooooooooooooooo thankful!

  • caiorosisca No way, it worked!!!! With a couple extra parenthesis. You're far better at math than I am!!!! Thank you so much!

  • caiorosisca Ok awesome! That works exactly how you described! The only problem for me now is, I'm using the XAudio2 object, which has max volume set as 0, and the minimum set as -100. So instead of fading from 1 to 0, I need to fade from 0 to -100. I know I'm an idiot for asking, but I'm not very great at math... Haha! How would you adjust the formula to do that?

  • caiorosisca That's interesting! I've been toying with invisible objects to do this a little bit. I'm pretty new to Construct, so I'm not entirely sure I grasp everything you're saying. How would you suggest using the object's width in the calculation? Thank you!

  • A friend and I are making a side-scrolling/platforming RPG. We've been spending a lot of time writing original music for each unique area of the game, so implementation of the music is pretty important to us.

    I think it would be really cool if the music played at a consistent volume throughout a layout, but gradually faded out as the player reached the end of said layout. It would be even better if the player then started on the next layout in silence, and the new music for that layout gradually faded in as they walk forwards.

    Sorry if that's a bit confusing or needs some additional clarification.

    Has anyone done anything like this? Or have any ideas as to how we could implement this? Thank you so much in advance!!!

  • megatronx How do you fade music? I'd like to fade it in and out between layouts (and preferably fade the layouts too).

  • blackhornet I don't think I have access to the 'timer'. I will confess. I'm currently using Construct Classic... <img src="smileys/smiley13.gif" border="0" align="middle" />

    Paradox I was thinking this game would be more of an application that you download and play offline afterwards. Do people still do that?

  • megatronx Those are some good suggestions. I've actually considered the second before. Can you suggest a way of using the delta time function? I've not ever used, or even heard of it. How would you go about looping the music with it? Also, thanks for the help!

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  • My friend and I are making a game, and a really important part of the game is music. We've written a great deal of the songs for the game already, and all of them are written to loop flawlessly.

    However, there is reverb in most of the songs, so when a song is mixed down to an .ogg, there is a couple of seconds of lingering sound at the end that plays out before the song is really "over". So the traditional 'loop song at end' isn't an option, else there would be a stupid 3 or so second delay between loops.

    So I programmed a song to play on the 'start of layout' that doesn't loop, then I made another event that plays the song every 78000 ms, which is the exact duration of the song from the very beginning to the end of the last note (this doesn't include the reverb at the end).

    So I expect the song to start playing instantly when the layout starts, and for the song to continue looping seamlessly afterwards.

    The first loop doesn't work very well. The song starts a second time just a second or two before the first play-through of the song is finished, and it sounds really weird. Afterwards, however, the looping is just fine. Once the song is looping on the event: "autoplay every 78000 ms", the loop sounds exactly how I expected it to. So it's just the first loop that's messed up, apparently.

    Note: I'm using the xAudio2 object for sound

    Does the clock that counts the milliseconds not necessarily begin exactly when the "start of layout" event is run?

    If anybody could tell me anything about this, or suggest a better alternative to my looping songs problem, I would be EXTREMELY grateful. Thanks in advance! <img src="smileys/smiley1.gif" border="0" align="middle" />

  • UPDATE: I solved it. I realized that my second layout didn't have the 'mouse and keyboard' object in it, so any of the events from the first layout that involved the keyboard didn't work. I checked 'global' on the keyboard object in the first layout, then everything in the second layout was working as I expected. Success!

    I'm wondering though. What other times would someone want to check 'global' for an object? I copied and pasted the objects that I wanted from the first layout into the second, and they all seem to be working fine. I don't know if there's a downside to my method, or if what I'm doing by copying and pasting objects is standard stuff. Any advice???

  • cvp Of course! Sorry about that! This is a .cap file, so I hope it doesn't cause problems for you...

    dropbox.com/s/elmmh27bmyov2ga/Courageous%20Test%20Engine.cap

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TannerLivingston

Member since 23 Nov, 2013

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