Zebbi's Recent Forum Activity

  • The simplest method would be to use dummy detector objects.

    Sorry, I forgot to ask, is there an efficient way of creating the 4 detectors, and pinning them to the sprite at the different positions?

  • The simplest method would be to use dummy detector objects.

    Yeah, thats what I'm thinking. Does pinning 4 detectors cause a big increase in resources?

  • It's a shame, I'd love to use mods with cocoon, but they only support basic html5 audio. Since html5 audio supports basic playback of samples, is there no way a module playback plugin couldn't do all of it's work without webaudio and just output the playback of the mod file to html5?

  • C2 doesn't give that data. Here are some threads on the topic:

    I noticed, isn't there a plugin that could do it, without using physics? Just to be able to place the spark on the correct side of the rectangle would be good enough.

  • I remember something for two square objects.....x=(square1.x+square2.x/2)...y=(square1.y+square2.y/2) , could be usefull

    Hmm, trying this, it's only creating the spark now and then, not sure mathematically what it's doing exactly?

  • I've been looking through thread after thread and there doesn't seem to be an easy way of retrieving the exact point where two objects (say, a sprite and a tiled background) collide. I want to create a little spark when my car touched a wall, but I want the spark to occur at the exact point on the car body where it hits the wall on the correct side of the car, at the bonnet or rear, etc. Is this possible with just an expression?

  • Use a function (add a function object), set the triggering event to call the function "sfx" (you can name it what you wish) with whatever parameters you wish as an action. Also pass "sound file" (or some other kind of flag) as parameter 0. Once you get comfortable with using functions you can experiment with multiple parameters.

    On function call "sfx":

    Define/add a local variable for "sound file" under the function "sfx" called event.

    Set "sound file" to function.param(0) (this will retreive parameter 0)

    Next do subevents under the function called condition:

    on "sound file"=whatever

    play sound applicable to whatever

    Thanks, I forgot about functions! Need to learn a bit more about the parameters :/

  • I want to keep all of my sound events in a sound group, but I have a few conditions/events that are specific and I'd like to have a "play sound" event in my soundfx group happen when a condition outside of the group occurs. I tried using signals, but the only way it worked was by having "if true once" as a condition, and that wasn't useful since it only happened once. Can you trigger events in one event FROM another event?

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  • Maybe your game loading time is not that long to show the bar. Keep working and try again later with more game content.

    It takes, like, 3 seconds to load on mobile and half a second on PC, that should be enough?

  • It doesn't usually show on a PC. Read the documentation. Try running it on your mobile device in a web browser, it will show up.

    I'll be using cocoon.io, will it show in that? If not, what other ways of showing a loader bar are there?

  • I have a player that's controlled y the computer using the Car behavior. The car can turn at different speeds depending on the type of corner it is on, therefore acting as if it's being operated by an analog gamepad rather than a digital keyboard (where the turn speed is fixed). Is there a way of measuring how fast the car is turning, ad be able to assign different "screech" soundfx? A slow, gentle turn has a miniscreech, a full push of the joystick give a huge screen, etc?

  • I tried this: https://www.scirra.com/tutorials/533/fo ... ing-screen

    And it doesn't update the bar width with anything, does this function still work in nw.js? Would it work in Cordova as well?

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Zebbi

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