GeorgeZaharia's Recent Forum Activity

  • What else can I try?

    You should move the fade restart | destroy event for the crate immediately under the audio play so its not delayed. Preferable in the same event sheet, or move the crate audio play above the fade restart on the same event sheet, they should work.

  • here is a simple wall grab using the C3 platform behavior only

    In order to tweak it to grab instead of slide, just set max fall speed to 0 when has wall left or right.

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    You also need to destroy the crate after triggering the action for audio. on the condition of hp<0. That will stop the double audio playing.

    On event 96 on actions under audio choose add crate = destroy

  • So the first issue I'm having is when my Player Hits more than 1 crate at the same time:

    The volume is Xdb + Xdb for each Crate, it sounds too loud for sure.

    But when hitting just one crate it sounds perfect.

    How can I make it so it will only play 1 "Crate_Hit" SFX a time, instead of all damaged crates at once?

    Thanks ahead!

    What you need to do there when you play the hit crate audio is check if the audio is playing or not

    And youd have some code like the following

  • I'm new on construct 3 and I am curious if there is any way to make a game on construct 3 that is rhythmic side-scrolling and action just like harmoknight on 3ds.?

    Theres a few options, one pick your level songs, play the music file based on players speed, and also you would need to make a custom hand-made type of orchestrated scenary its a tedious thing but might work.

    Second option i can think of is Audio analyser and creating enemy objects based on the audio beat rhythm.

    And the third option, would be a plugin that reads accurately midi files and plays the notes whenever you hit a surtain object, i know there are a few plugins for C2 but not sure if their in the works for C3.

    C2 midi plugins : plugin midi by blackhornet

    | jsmidiparser plugin by rexrainbow

    And are probably more but those are the once i remember have potential to be used as you want.

  • for 1 use play audio at object position to get that pan movement of sound

    for 2 about the effects check this tutorial

    additionally on 1 you might want to code the volume if player is at a surtain distance from a object to lower the source of the specific audio by comparing the distance between the player x y and object audio source x y.

  • instead of pick all instances id use for each coin and then compare two variables distance(coin.x,coin.y,character.x,character.y)<500 Set coin magnet true

    that should do the trick.

    also are you sure that coin on top is a normal coin? and not a UI coin? make sure all coins have the Boolean Magnet on them.

    it might bee also because your movement condition is triggering for each coin but then u block it on trigger once.

    here is an example coin-magnet with the code above in it. and i removed all the behavior dependencies you have in the code there is simpler on my capx less complicated.

    I updated the file added the powerup magnet on player pick also so its easier to understand how to apply to your case! :) if you have problems with your post "waiting for moderator" just edit it and re-post it again.

  • Take a look at the turret behavior beginner example in C3 and predictive aim example, they are using turret and all you have to do on turret is set the parameter property that says first in range to nearest.

  • OH yea C3 has that feature... Was thinking he needs it in C2, since its in C2 how do i section ... then my reply would make sense.

    Forgot about C3 :D above one fixes ur issue if your using C3.

  • But this is obviously not scalable. Imagine that code with 50+ enemies. So I'd like something like this:

    > var x = 2

    > spawn(enemy with id x)

    >

    Is there anyway to do this on construct?

    Currently no, since the create or spawn action in construct is forcing you to visually pick an object.

    However if you really have multiple objects and the familly is just for the purpose of giving it 1 variable type of thing you can try instead of multiple sprites in 1 familly have 1 sprite in the familly, and multiple animations on that sprite named anim1,anim2,anim3, etc... and then when X = 3 spawn sprite at x y and set sprite animation to anim&X

    thats the only way i can think of that this might work.

    There is also this 2 year old post that kinda talks about the same problem, they seem to been solved it.

  • Logically it should act exactly like you specified, however not sure if thats how they are working. So i checked this two manual entries and they seem to say something along those lines that you are thinking of...

    Global instances

    Persist behavior

  • fur just mirroring the animation left and right based on current position of the character you can try this C2 file, the last 3 condition events are for mirroring the animation, there are no plugins needed. however you might need the plugin to move ur character automatically unless u want to code it manually also.

    And you can achieve that by giving the character u want to move in a loop a variable called moveto and set it to 1 or 2

    and that would continuously move ur wanted character left and right, combined with the animation events from the capx above it should look pretty smooth without any plugins, but then you would use some extra events that you previously saved with the plugins/behaviors.

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GeorgeZaharia

Member since 30 Jun, 2014

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