tunepunk's Recent Forum Activity

  • LittleStain solved it by using the raycasting example. Now they always end up where I want them

    the while idea would probably not work in this case, since the spawned object is created at an offset, so not really overlapping anymore. But I'll keep that in mind. That solution might come in handy for some other objects.

  • LittleStain nope it didn't help. Same result. Maybe i have to resort to using something like this example, to calculate a more exact position when placing the object. Sinc'e it's crucial that it ends up in the exact position that i want.

    https://www.scirra.com/tutorials/902/li ... raycasting

  • LittleStain I will try and see if it helps.

  • I have some quite fast moving objects that spawns another object on colission. Quite often the spawned object ends up within the colission polygon, where as I want it to spawn at the edge or preferably outside. Is there any way to correct this or increase the accuracy of the colission checks.?

  • Cool video! Looks nice and polished!

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  • blackhornet I see what you mean, but then i have to put a timer on every object i want to fade, and copy the events for every object i want to fade, and also you can't put behaviours on layers in case i want to fade a whole layer. Or you have to do a workaround to create a "hidden" object instance with a timer for things you want to fade.

  • Ahhhh thanks a lot! Just what i Needed! I have a few cases where this might be useful. Didn't think about calling the function itself at the end

    Keeps things tidy, and limits the amount of listeners and Top level events, so i guess quite good for optimisation purposes as well.

    Easily controllable with function params as well so very flexible. Thanks a lot!

    On "fade_in":

    --- IF opacity < 100:

    --- --- Add function.Param(0) to opacity.

    --- --- Wait function.Param(1) seconds.

    --- --- Call function "fade_in" function.Param(0),function.Param(1)

    Perfect!

  • I use functions quite frequently to do some stuff in game. But they only trigger once. How do I use / or is it possible to use functions to make something happen during a specified amount of time. Like a slow fade in of an object? I don't have C2 in front of me at the moment, so just theory crafting. Would something like this work?

    On "function"

    Every 0.1 seconds

    Opacity < 100 - add 1 to Opacity.

    Or use while? or something similar?

  • It would be cool with some kind of plugin kind of like how ReWire works in music softwares (for those familiar with that). For example cubase and Reason connected through the software protocol. 1. Start unity, 2. Start C2, everything you do in C2 would be mirrored in real time in Unity. So it would be like you are using C2's event system as the sequencer, and write the Unity code for you. At least something like that. :p

    I really hate coding, and that's the main reason I use Construct2. The event system is neat and easy to understand, and it doesn't feel like coding.

  • I would suggest using royalty free music instead, where you actually bought the track for use in a commercial project. That should keep you covered. Maybe you have to pay a small fee usually around (10-50€) for a song on places like premiumbeats.com or scirra store, but the songs can be used commercially. Creative commons i would say is for artists to use and alter and re-upload somewhere (mentioning original artist) and not earning any money on it.

    Althogh some CC licences allows you to use the track commercially but as long as you mention the original artist. I would probably cover my back with royalty free music where you actually can prove that you bought it and have a right to use it.

    http://creativecommons.org/licenses/

  • mahdi71 well if you can pull it off, i'll pay for a service like that.

  • Interesting. Sometimes i feel vector graphics would do well for UI stuff.

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