Zebbi's Recent Forum Activity

  • It is possible, I didn't say it wasn't.

    Put two objects in a container, Sprite and SpriteMode7. Position the Sprite objects in the layout editor to define the object positions. Then in the event sheet use the behavior or whatnot to set the SpriteMode7 object's position from the Sprite's position. You then move around the Sprite objects and the SpriteMode7 object will update accordingly.

    So, would all objects (in this case it would be walls and doors) need to have two objects (Sprite and SpriteMode7) made in the layout or could the spritemode7 objects be automatically created at runtime? The example just seems to have the sprites and instance variables for x and y. Couldn't it be possible to have the positions on the layout define the x/y variables either at the start for fixed sprites and every tick for moving sprites (like enemies, etc)?

  • Zebbi

    It's just how you look at it. To me those variables define the top view position and the actual position is irrelevant since the behavior will set that.

    So, it's not possible to design a map using the position of the objects in the layout, all of the objects have to be manually set using the co-ordinates in the variables?

  • Zebbi

    I'm not sure I follow, the object would need two sets of positions, one for it's top view position and one for how it will be on the mode7 view. I'm pretty sure the behavior only converts the top view position to the mode7 one.

    Well, on the example mode7fx_objs theres four sprites and each one has both a m7x and m7y variable which is set to it's physical positioning on the plane, am I correct? The actual position of it in top-down space doesn't appear to correspond to how it appears in 3d.

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  • I noticed on the rex example that objects have x/y position numbers as instance variables, is it not possible to convert their physical positioning in the layout editor to their placement in the 3d plane or does every position have to be manually set in the instance variable?

  • Putting the request in on their forum should give others the opportunity to reflect your feelings. I'm sure if everyone or even a lot of people.. were to resonate that it IS important they would adjust things accordingly. I think it would be great, but i have yet to even mess with C2's audio effects at all..

    audio is pretty unimportant for mobile.. most people play games with sound off or very turned down.. music often adds a lot of bulk to a game. it's shame because i like writing music, but when faced with efficiency and the reality of mobile experiences.. it becomes hard to invest much time / energy / money into sound.

    That's why modules interest me, if you know how to write them in trackers, you can have a massive song that's size is limited only by the size of the individual sound of one note, they were used in the 90s to keep sizes down whilst using unique tones outside of adlib/whatever midi synth you had connected and they'd be cool to use today.

    i have put a request in but they want me to contact their sales team about hiring them for a plugin which I feel is a bit cheeky for a fairly standard feature that isn't really all that specialist at all.

  • well if they don't see the value in it it's not an oversight.. if it's not on their roadmap they left it off for some reason.

    honestly i haven't seen much difference between webview and canvas+ maybe file size differences.. but no major performance differences. if you need better audio maybe that's an option? sacrafice some canvas+ benefit. plugins should all still work with webview right? well other than the canvas+ plugin.

    Well I think a good deal of users would find value in WebAudio:

    [quote:3smoezll]HTML5 Audio element = basic playback by embedding audio data in HTML.

    Web Audio API = An ECMA Script (JavaScript) based API to support audio capabilities comparable to these of a modern stand-alone PC, such as:

    • mixing
    • processing and filtering (e.g. cave or cathedral effects etc., distance attenuation, doppler shift etc...
    • tasks related to audio production applications
    • capabilities found in modern game audio engines

    Seems like a pretty important one to leave out for a supposedly do-it-all compiler.

  • Yes, unfortunately that uses WebAudio API, and I'm not even sure if it's possible at all to playback modules without it, which is a shame as Cocoon doesn't use it, which seriously limits the audio possibilities with Canvas+ builds. If it CAN be done, I'd be interested in knowing how.

  • you could ask them to see what it would take to add it.

    They said it's not on their roadmap, I must emphasise it doesn't work in canvas+, I'm sure webview is fine but I think it's a bit of an oversight on their behalf.

  • Shame cocoon doesn't support webaudio, somewhat limits the capabilities of audio processing just having html5audio?

  • This thread should be famous, can't thank you enough again Ruskul for actually figuring this thing out!

  • Since cocoon doesn't support audiocontext/webaudio api it currently seems impossible to play xm/mod files in any canvas+ builds. I know html5audio is fairly limited to just playing back oggs, wavs and mp3s, but is there any way that module music could be played back via a plugin without relying on webaudio? They've recommended howler.js but I believe that is only useful for falling back to ogg/MP3 where webaudio isn't present, unless I'm wrong. If anyone has any suggestions as to how to go about this I'd be most grateful.

  • Ashley was that licecap example of any use to you? I'm still having this bug in that I have to reselect the correct tilemap if I undo any tiles I lay down when I've previously selected a different tilemap (as opposed to say, having selected a sprite).

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Zebbi

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