Alon's Forum Posts

  • Thanks for taking the time and making an example!

    I tried to simplify it like in your example, but I get some weird result now it only sometimes... play a destroyed sound, and sometimes none.

    I got rid of the "choose" to make it just playing 1 sound to be sure but same result.

    I also tried to walk around using a Boolean of true / false but I get the same result as well.

    It's already too late for my brain to try figure it out (about 3:32am) so I guess I'll try it in another time, I didn't realize it will be so complex but maybe that's a good thing, more dynamic options to play with, once I'll get the hang of it. :)

  • After I changed the order as you suggested, it's playing only once but... any other crates I destroy after the first one won't make sound, so it's REALLY triggering once, and that's it.

    Oh my! I have so much to learn... sorry for the confusion, I'm trying to learn as I go.

  • Thank you so much for your kind help!

    I'm still not used to the new forums, this is what I do for the images:

     [img]https://i.imgur.com/H3EAgW7.png[/img] 

    but it's not really working, I probably do something wrong that's why I added the space, so it will be clickable. (I can't even show that I use the img open and close here, I tried to edit but no luck)

    EDIT: OK, got it Scirra needs to fix the top icon shortcut for images because it's:

     [img=https://i.imgur.com/H3EAgW7.png] 

    About the destroyed crate: I have the crate it's dedicated destroy event on a different event sheet, and it uses the built-in Destroyed when the fade out is finished. as you can see on the image attached.

    it's destroyed for sure because before that I could see the latest frame of the crates pieces.

    What else can I try?

  • Thanks for the help!

    So, I tried to do what you suggested on the HIT (only once) and it didn't work with the invert sub event and the one after.

    But it did work just with the simple Trigger Once at the end of the event.

    The other problem, I hope I can describe it with my bad English:

    When the crate breaks it's hp <= 0 it plays the "Crate_Breaks" tag (since I have few files, same with the hit).

    The problem is if I keep Attacking (it's a melee sprite attack playing), I can hear the Crate destroyed more than once, I did use the "Trigger Only Once" so it works for the part of not repeating it 60fps but when I keep attacking while the Animation of the Breaking Crate is playing... it will play the "Crate_Breaks" audio again...

    So it does Trigger Only Once related to how many times it plays when I first destroy the crate, but not Playing Once even after the Crate is already destroyed.

    While I'm playing around with invert options, I attached the current condition so you can have a look:

    https://i.imgur.com/Fmqfyv6.png[/img]

  • 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!

  • Thank you for the fast reply I appreciate it!

    I will check it out and do some tests soon. :)

    If I'll have more questions related to Audio, I'll update here.

  • Hey All,

    As I'm working on my game, I've decided it's time to insert some Sound Effects and Music soon to get the "VIBE" of my game as I'm working on it, it is very weird when it's all silence.

    I was wondering about few things related to Audio in Construct 3:

    1 - Can I control the Location of the sound like in many other game engines? if the character is going to the RIGHT of the screen the sounds related to the character will PAN to the RIGHT as I want?

    or we don't have this feature?

    2 - Built-in Compressor or Limiter:

    As more and more Sound Effects overlapping each other at the same time + Music, it's natural that the music will pass the 0db limits to something that may sound unprofessional distorted and also, not recommended in any media.

    Do we have a built-in Limiter to STOP all AUDIO output to maximize it to -0.2db for example?

    what about a compressor to control the attack and release ratio?

    I'm aware it is not a professional music software, as I'm coming from this background but I'm curious about these features and how can I use them to make my game safe and more professional in the Audio department.

    I'll probably have more Audio questions later on, as I'm just starting to play with it now for the first time, but for now, I'll be happy to know about these 2 important features and how can I control them from the event sheet or properties?

    Thanks ahead and sorry about my bad English.

    Can't download from the windows store from web browser or from within Windows 10 built-in Store.

    It's stuck on "Working..."

  • Thank you for the example and the link, I will try follow them.

    I hope it won't be confusing as I think it is, but I'll have to try as soon as I'll get a chance. :)

  • Hello All,

    As I'm working on my game I will add more items, for start and easy testing I made 3 Items.

    When the character pickup the "Randomizer" (sprite) it will choose randomly from 1 to 3 of the items.

    The Items built from 1 Sprite, each Animation = Different Item. 3 Animations in total (for now)

    This is the current code I'm using (which works perfectly fine):

    i.imgur.com/g6tKv9v.png [/img]

    The Items are supposed to be divided to 3 types, means 3 Sprites:

    - Items_Common (which is the current Item with the 3 Animations)

    - Items_Rare (I still didn't add it)

    - Items_Legendary (same, still didn't add it)

    My first approach is to make ALL the items (animations) in 1 Item: Common, Rare, Legendary but it's much easier visually for me to see 3 actual 3 items and import the animations for each instead of one Item with everything.

    Now for the Questions:

    Based on the code I show on the image above, How can I make the % of what item type will be spawned? for example:

    70% Chance = Common, 20% Chance = Rare, 10% Chance = Legendary.

    1 - How can I get this Chances to work to my decision based on these 3 different Item types (actual 3 sprites) ?

    The next issue: UNLOCK specific "ANIMATION" on specific sprite (Common, Rare, Legendary)

    This is probably much more complicated because I didn't make any Saving Data options for the game since I'm not sure which one to use for such thing.

    How can I make some Animations LOCKED (no chance to get them) UNTIL the player unlock it?

    And what if the player QUIT the game, will the Item stays unlocked or reset to LOCKED again?

    I'm sorry for the complicated explanations and my bad English, I hope that you can help me out here with these 2 questions, based on my information.

    Thanks ahead for your help, I can't wait to see your advice, suggestions and solutions, the more visual the easier for me to follow and understand since I'm still new to C3.

  • Hello All,

    As I'm still learning Construct 3 while making my first game, every session is getting more and more interesting and this wonderful community helps me in many issues, so thanks everyone!

    Now for my Questions:

    1 - Let's say I imported sounds, or graphics for sprites, but I didn't use some of them and forgot about them, is there a way to do automatic: "unused files" clean.

    This is how I work on some DAW and Animation software for years it keeps the files smaller and cleaner, so I had to ask if there is something like that in C3.

    2 - Once my demo will be ready, Will the .exe export (NW.js) create different directories / versions for each platform? Windows, MacOS and Linux? or is it a ONE .exe for all?

    3 - Let's say (in the far away future) I'm ready to publish my game to Steam or any other service.

    But then I found out that I need to fix bugs every now and then, more than once.

    Is there a Patch-Plugin or Export feature to make a Patch? or when I make a NEW version and Steam users will get automatically update?

    4 - Continue to the version Patch-Question above: Will users lose their saved files / saved progress or any saved data with every update?

    When I used ClickTeam Fusion 2.5 before I moved to C3, they had a light software that creates ONLY the small amount of the changes and compile a specific PATCH.exe light file instead of the ALL FULL FILE again. so I wonder how it works in C3 when it comes to updates and patches versions.

    5 - Can someone who already published a game to Steam please share the experience? was it complicated, was it easy? how was the "deal" between Steam and yourself, did they negotiate on a percentage or was it rigged as soon as you Paid the 100$ on the "Steam Direct" plan that replaced the old Greenlight?

    Since I have no idea how it works with C3 I hope that someone can explain how these things are working because I'm curious about it.

    Sorry about my bad English and thanks ahead and have a wonderful weekend! :)

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  • Thanks everyone!

    I tried the different ways suggested here, and I found that the use of Boolean for overlapping was the easiest to use.

    I'm still curious why the "FOR EACH" didn't work, and wonder when I will need to use it if not in such case. I didn't find many video tutorials about it and the documents didn't really help me understand because I didn't come from a programing background I don't know much about loops in general but can't wait to start using them in Construct 3.

    So thanks once again everyone, this community is amazing! :)

  • UPDATE:

    So after I removed the Function, I re-code the stop/freeze of the enemy, I didn't use "FOR EACH" and it works...

    So one issue solved, now every individual enemy collide with the player stops.

    i.imgur.com/jhsdncW.png [/img]

    But the other issue is still there: if the Player jumps on 2 enemies (normal collision) or 5 enemies, I will lose 2 HP or 5 HP!

    What I want: Lose only 1 HP if the player collide with any of this kind of enemy type "GooE" even if they are grouped together.

    So there is one solution mentioned with variables, but I wonder about different approach?

    can this be solved with the magic of "FOR EACH" ??

  • The function looses its reference to which instance was involved and therefore executes the action on all gooe objects.

    The second gif you posted, the point where you hit the second gooe, you actually hit 2. (I see 2 gooes behind one another)

    Also, in your events ... you have a timer on the player, then perform actions when the timer runs out on the gooes. those will effect all gooes as there is no reference to an individual one.

    Hey thanks for trying to help, I appreciate it.

    If you followed the thread you saw that even when I got rid of the functions, the result is the same. so it's not the issue.

    timer was on the function which are not relevant since I removed them for the sake of testing and I got the same result as you can see on the above GIF, so it's not where the bug is.

    2 hits, that's the issue... Player should hit once even if he jumps on 5 enemies.

    But again, why it works perfectly fine when I attack to reduce damage?

    when the player attacks 1 enemy, it reduce 1 HP, 2nd hit destroy it, but it won't destroy ALL ENEMIES which is exactly as it should be: individual for each enemy and I didn't put any code for it.

    While on collision, it will affect ALL ENEMIES instead of just the specific one... This is why I'm sooo confused.

    As a newbie, I'm guessing I need do something on the CREATE / SPAWN event to give each instance it's own ID? or something like that? again... I'm guessing.

    Is there an event I can add to the CREATE / SPAWN that will make each enemy individual?

    or it's not built-in and I need to do something more complicated with variables?

    Sorry about my bad English, thank you all for your kind help!

  • here is an example in its most basic form

    test

    Thank you for the example file!

    I don't see why it's not working on my code, maybe because there are more things like animations and stuff I even tried to look if I made any extra conditions that may clash, but nothing else.

    Even when I placed the enemies manually on the stage it's affecting all of them instead of each instance separately, but on my code I use System Create which in this test creates 3 enemies called "GooE". maybe that's the problem?

    But when I attack them, it works great... it won't reduce damage to all, but to each instance (and I didn't code anything special just reduced the damage) that's why I'm so confused now. :(

    In my game I must create / spawn the enemies randomly and not just putting them manually on the stage.

    So I'm guessing that's why "FOR EACH" isn't working, and it's not related to the function I did but it's only a guess... I'm still scratching my head while trying to think on a solution for this.

    Here are visuals of how it works on my current tests:

    When Player Attacks it works perfect: per instance. but when Player collide with the Enemy ALL Instances rracts instead of just the specific enemy:

    i.imgur.com/mTF1XDE.gif [/img]

    Also,it cause the 2nd issue which damage twice when collide with 2 enemies instead of just 1:

    i.imgur.com/9lXkVSP.gif [/img]

    If anyone have other ideas or suggestions, please share... I'm not sure what I'm doing wrong, please have a look above on my other code tests followed to other suggestions.

    Thanks ahead!