farflamex's Forum Posts

  • Only if it's a fixed font I think.

  • Oh, I didn't know about turning off the global property. That's cool, problem solved, thanks :)

  • I want a fair amount of information with some of my sprites, more than can be stored in a few variables. You can't create an array as an object variable and you can't put an array in a container. So what would be the best way to store a 'large' amount of info with sprites (or preferably, families)? I'm thinking of a string that I can construct and deconstruct as I need it. Or is there a better method?

  • I'm either looking for a font that allows me to tab text or can I do it with BBcodes or something? Basically I want to be able to just align my text in a single text object which covers several lines.

    E.G

    Health : 10%

    Firepower : 10%

    I have a feeling this might fail in this forum font too, I dunno :)

    Yes it does, that's the effect I get in C3 too.

  • Ah, solid behaviour on the tilemap, that's what I was looking for. Thanks :)

  • Thanks. I see mention of obstacle maps in the documentation for pathfinding but I don't see any examples or mention of how tilemaps link in to an obstacle map. How do I make it use the tilemap?

  • Question in the title really. Can the pathfinding behaviour pathfind around a tilemap? I've tried a few experiments but they don't seem to interact at all.

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  • Nice, thank you :)

  • Anyone have any good values to simulate an asteroids ship with the car behaviour? Or do I need a different behaviour for this? I had one just called 'spaceship' in C2 but I need to recreate it for C3. I'm fiddling around with the values but I can't get a satisfactory feel.

  • It stays up to date manually as far as I can tell. I'm happy enough importing to Audacity, exporting, then importing to C3. Seems a bit fiddly but it doesn't really matter. If it persists with new files, I'll ask again but for now I have my sounds working at least :)

  • Saving them from Audacity as 16-bit PCM still gives me silent 'wav' files in my project. If I save them as ogg they play fine, although they're still 'ogg' files in the project. Is there any preference? Is it fine to just import them as ogg's? Is there a reason why my 16-bit PCM files aren't playing?

  • I'm not quite sure why it's not working though. I drag them in correctly, it SAYS it's going to convert them to webm in the dialog, but then they just turn up in my file structure as the original .wav. They preview correctly but don't play using the Audio -> Play. I think I'll have to convert them with Audacity first?

  • Ah HA, Audacity, that's what it was called :)

    I have loads of WAV files but they don't convert for some reason. Maybe they're not 16-bit? I'll have a look.

    Thanks for reminding me about Audacity anyway, that's what I was trying to remember. I know that made the whole thing fairly straightforward :)

  • I seem to recall that the procedure in C2 was to turn a WAV into an OGG using an outside converter. Is this still the best way to go, convert it to an OGG and then drag that into C3 which then converts it into the C3 format?

    I used to use something that I had on my PC to convert, can't remember it's name now. Any advice on a good place to convert WAV's to OGG's or whatever I need to do?

  • I have a situation where I want bullets to hit a shield around a spaceship but since there might be lots of bullets and lots of spaceships, this will be a lot of collision tests. I was thinking about pre-optimising this since it's likely to be a bit heavy on processing but I'm not sure how I'd work out how fast C3 is with calculating collisions versus doing a distance calculation.

    I don't know if I'm doing my tests right, but I'm setting a huge number of objects (5000 of each) and with C3 collisions I get about 12 fps. With distance calculation I get about 2 fps, so it might be best to allow C3 to calculate this, if I'm doing my tests correctly.

    So my two methods would be.

    a) Create an invisible circular sprite that's attached to the spaceship, to act as the shield. Test for collisions between the bullets and the shield sprites.

    b) Take each bullet and find the nearest spaceship. Test if the distance between the two is < a certain distance.

    Obviously it would be insane to expect it to cope with 5,000 bullets and 5,000 spaceships, I was just stress-testing. But I wonder if anyone could confirm that C3's collision checks would be preferable in this case or if there's a better method?