GeorgeZaharia's Forum Posts

  • Yesterday i worked on debug various things and maybe i found the problem, or one of the problems.

    When you clone a mesh using events you only clone the mesh in the 3D scene not the NewMesh.object

    ................

    if not we can't manage this mesh using events because C2 not have idea this one exists, only exists in the Babylon scene render.

    Or maybe i'm wrong?

    not really, you clone both just when they are cloned they are not linked as 1 object. that is why the visual object clone is not reacting. unless u set the name in the properties. which you cant since the function "set name" cant be called by event expression.

    but im waiting for the version 0.6(because atm its a to big hustle to clone 1000 items and move them around, and i dont want to visual place 1000 objects in the editor and rename each of them and then add extra variables to each of them by hand), but maybe things will work as we where thinking. and maybe Babylon3d will also get to keep its current behaviors and effects.

    In response to the 2nd worry u had, i dont think that is a issue, C2 not being able to know if the object exists... as a example Q3D does exactly what we are talking about 3d objects that are cloned dont use mesh arrays, they act like the normal C2 sprites there is no need for extra names or id's.

    And if ur thinking well is different... i dont think Three.js is to big of a difference from Babylon.js both use a variety of libraries inside and the one that renders the 3d object is the same. so it should be possible for Babylon also to be able to replicate the Sprite object recognition. unless X3M made a core build that object picking is to hard at this point in development to change, unless he re-codes everything. which wold be a big delay and extra work.

    As i seen in the common.js and runtime... the newmesh is picked mainly by the mesh.name and if a same name object exists then the new one doesn't get pick if i remember correctly there is a comment in runtime where it says "no need to duplicate", but might not be related.

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  • LoneVox

    I updated this capx, just changes parameter "waveform" to "ff" to enable fft analyze.

    API of Analyser is here

    well ... lol and i was thinking that isnt possible... this is great rex solved all my old requests ha .. thanks for this

    Rex? is the smoothing automatically added or we can change it as we wish? by adding another "smoothing" under the fft size?

  • you couldv just move the destroy above the wait 0.2 and i think wold be fixed... adding the wait time, the contained clicked item wold be lost, and then destroy wold apply to all familly members.

  • damjancd the only thing you can do to not fry eggs with your iphone, is that you need to limit the everytick checks of the webgl, and use it only when its needed... unless u have some webgl dependent effect which must stay always on, then ur pretty much... footless as you said.

    as referring to compiling the best, i find intelxdk the best wrapper atm, its self explainable, no big things to understand to just "poop" c2 apps with it.

    i dont know how you find yourself in this type of situations with compilers ... its like 1000th post complaining about compiler software that are doing "something wrong" to the .apk or .ios format.

    never encountered any issues so far, the only issues i seen in my past projects, was that the projects where all messed up(unoptimized/bad event sheet coding) from beginning not the compilation process.

    most people are co-dependent on function calls, while i get it its useful, its very cpu intensive when run'd in 100 loops or very fast conditions to almost everytick conditions.

    also, you read the latest update? im guessing didn't applied in January, but now Ashley enabled 2 versions of webgl, so your app i think should work better, if you are re-exporting.

    but then again, depends on the iphone ur testing the app with, early ios devices(before ios7 or 8 cant recall) dont support webgl, so its a big market issue with iphones there.

    good luck, and hope i see ur game in the top charts soon, i love the graphics u made, they are amazing.

    P.S the only compiler that i encountered issues with was the ludei one when they released in beginning in 2014 -2015 but then i switched to intelxdk and never had any compiler problems. never used phonegap mainly cause of their free app license

  • here is a event simple grid movement maybe you can adapt to your game

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  • >

    > ah ok so you where just using the basic audio analyser effect basically as i was ... nothing different. awesome

    >

    Yeah . What are you using it for? I can help you out if you are making a bar visualizer. Or any other thing.

    i was thinking you found another way for smoothing out the beat detection, like getting the right values for bass and high pitched notes.

    like comparing which data is a snare and which is a bass drop, but im guessing if ur using the audio analyser u wold use the general flow and get almost the same results, as i did which are not perfect... not atleast as i want them.

    but ur more then welcome if u want to help or see what im doing il send u a capx in pm.

  • I kinda get how an audio spectrum works. You can use a method of analyzing data called a Fast Fourier Transform (FFT), which converts an input for a point in time, into a frequency. I hope that's what it is . You don't really need to know how it works to understand what you can do with it. For audio you would get the waveform and apply an FFT to it, and you get an audio spectrum. So all it's doing is changing the input data. Waveform is raw audio.

    ah ok so you where just using the basic audio analyser effect basically as i was ... nothing different. awesome

  • Does it only do waveform? I'm using spectrum.

    spectrum? can u explain that?

    im interested more cause it sounds like are 2 separated things, but it might be either ur confusing either im out of loop.

    spectrum from my knowledge is the audio spectrum which is the range humans hear... but wont make a difference on a visual audio waveform representation since its basically the same thing as waveform.... isn't it?

    can you show what your using as a spectrum with the audio plugin? im just curious on your approach.

  • Hello! Very often I accidentally move projects or objects window and can't return it to normal position. in this case I must go to Preferences - General - Reset dialogs and re-launch Construct 2. Can you make option to block windows moving while I working with project?

    if you move a project window and detach it just grab it and place it back on its position lol.... also... you may want to change ur mouse click reaction time in windows settings.

  • I was not offended in any way lol !?!? Yes ofcourse I'll add it in 0.6.

    Is there any other requests ?

    was thinking maybe i got to harsh in typing or something or got you the impression i was pushing it to far i apologize if i did that, wasn't intended, im actually "coolio" .

    as for implementations or request not that i can think of, no.

    maybe 1 thing... babylon audio plugin and ffx effects ? that wold be dope real 3d audio placement in C2

    playing audio at object in 3d coordinates id be jamming all day )

    but maybe that is in the future plans

  • well personally i like how you did the naming pick, im not saying that, i was just asking if is possible, to implement1 expression/function what ever is it called im not js coder?

    that sets the newmesh.name when we create newmesh 10 times set name to box&loopindex or something. couldn't that be solved like that? or atleast giving a try see what complications are ? maybe you overthinking the implementation?

    btw im not trying to offend you in anyway what so ever.

    was just trying to understand if is possible if not, no biggie, you call the implementations not us.

    we just suggest, if its to big of a hustle or by implementing it drops other features that are cool, then dont.

    P.S we dont request the ditch of naming, u understood wrong.

    we where requesting to have the ability to set the newmesh.name by calling "set name" lets say using events if i create 10 instances of the same object.

    i hate forum posting, talking with voice is so easy to make urself understood.

  • Again, in your example you are not choosing which sprite to move by its name . So whats the point of cloning a sprite if you cannot access the clone you want ? You let C2 grab whatever sprite and change its position.

    To be clear: You cannot go to the event and choose Sprite 5 -> and then apply whatever action to it , But using my method, you can do that easily with the MeshArray.

    I want a capx where you clone a sprite and access several clones.

    yes but the capx i did, if i do the same thing for Babylon3d objects they dont act like that. that is what i meant. i can pick each same sprite by the iid. if i want without having to rename them they all have a different id or name in their own sort. let me do another capx.

    here is the new capx

    notice how i didn't had to rename none of them. if u do this in babylon the new duplicates wont react at all. i tried it didn't work. only the 1st instance created reacts the rest are just like unpickable objects or just canvas draws that are not objects. even if you set the pickable enable.

  • Can you please provide and example (capx) explaining how you make several clones of a sprite by calling their names?

    was about to do that when i posted but had to leave... il do it now il edit this post here.

    edit: here is the capx of 1 sprite duplicated 10 times, and set on a everytick condition to move up or down,

    as comparing with NewMesh object the Babylon plugin has, each new clone of the sprite in C2 act independently, while in Babylon the newmesh if is duplicated, they dont, unless we place them on screen manually and rename them 1 by 1 by hand. or by using the clone mesh array.

    other plugins that do 3d are acting similar as C2 sprite, is not something that isn't possible to do.

    Plus as i said, you already made it in the properties list, so its just a matter to give it a expression. it should be possible, since its already implemented like 99% .

    the only thing you are missing is giving the new duplicate a new name or pick it by the iid instead of meshname ? im not sure how sprites are picked by C2 Ashley could clarify that, better.

    but its way easier to just create 10 -100-N numbers of the same object with system create expression instead of using a clone mesharray then use that as a placeholder then run a index loop to control those clones... which are limited by the loopindex its running trough.

    P.S when i said calling the duplicates i meant i dont need to call their individual name, but the sprite object that is the name that should count for all. in C2 all objects have IID which is individual index value of the same type object, while uid is just a order that is spawned collectively with other types of objects.

    when u create the same sprite 10 times, C2 picks each duplicate by its own IID i guess as being a entire entity, and then picks all Sprites named Sprite, as a family group if im not mistaken, its something same group type of object type of thing, if you understand what i mean, i can get confusing in writing.

    Also i think this 2 manual articles are explaining the best how C2 Sprites work, and what drives the individual clones to act independent.

    Object Types And Sprite

    And a quote entry from object types.

    [quote:33qtfy6o]

    Events are made to apply to an object type. The event then filters the instances that meet the condition. For example, the event "Bullet collides with Alien" is an event that applies to all instances of the Bullet and Alien object types. However, when the event runs, the actions only apply to the specific instances involved in the collision.

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