jobel's Forum Posts

  • another thing you can do is add a compressor (audio effect) to a "tag" and then play the sounds through that tag. this will not totally fix the volume but it will help a lot.

    the compressor will act as a "limiter" and will try to squash the volume if it gets too loud.

    play around with the Threshold (lower it) to get it right. And set the Knee to 0 (so its applied right away)

    EDIT: also set the "attack" to something really short like 1 - but it all depends on your sound

  • oh I see what you mean by square or circle. yeah my objects will use collision boxes and won't be primitive shapes. So I guess the 2 Family method will work then.. Thanks for the help!

  • you can remove the for each in the bottom two events and it’ll still work, since the actions only reference themselves.

    oh wow, I didn't even think of that!

  • lionz yeah technically its working.. I just wanted to know the best way to do it.

    R0J0hound

    Another option is multiple object types and one family. We can then utilize iids to reference two different instances at once. Then to modify them you can use pick nth instance. The con is you couldn’t use the overlapping events, so you’d have to roll your own which isn’t too terrible for circles and boxes. Although the loop is a bit more nuanced.

    This was what I wanted but I didn't know if I could do

    Family1 on Collision with Family1
    Family1.IID <> Family1.IID 
    
    

    that second part I was unsure of.. although I don't think it works... how would it know which to pick?

    I need to have multiple objects, so I guess the best way is to do the 2-family method. There shouldn't be too much overhead with sharing family data in a For Each. The most family members there will be less than 10.

  • this is collision code from R0J0hound

    I'm wondering if this is the best way to do this.. I've made it so objects in the same family collide with each other. Maybe there's an easier way so I don't have to do the "For Each" at the bottom and/or make a second family?

    dropbox.com/s/o6yflozq2qg0qtu/pvp_physics.c3p

  • honestly I like making my "empty object" sprites. I make them nice colors and it looks good on the event sheet.

    For example I use a sprite object called "GameTimer". And whenever I need a timer for something I use it for that. I make it nice and orange and it looks like a nice custom object in my event sheet.

    if you can't spare 1 sprite that isn't even rendered you probably have much bigger problems than needing an empty object!

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  • The store page is LIVE!

    store.steampowered.com/app/1383520/Alpha_One

    I'm working on the trailer and still tweaking the store page.

    I won't be releasing until (at least) the end of this year. or possibly early 2022. I will most likely enter Early Access (won't know for sure until after the summer).

  • sizcoz oh I like that way as well. cool thanks!

  • dop2000 yeah that's what I figured. I used to code where lots of other programmers would be looking at other's code and it was all about writing stuff in a way that another set of eyes could easily understand what was going on. It was all about speed in the sense of understanding without having to talk to the original programmer.

    or simply, maybe the compiler or interpreter didn't use it. Anyways I probably should use it more for cases like this, because honestly my other solution is even more confusing!

  • R0J0hound ummm...I've been programming since 1995 and never knew C used '?' and ':' operators for conditional expressions! I don't know how I missed that! Is it just not widely used? I've never seen anyone use it before, and I've looked at a lot of code over the years! It must be like "goto" or something where maybe people frown upon using it?

  • R0J0hound that does look easier! I have to get better at reading Regex and token stuff, for me its hard to glance at and see what its doing. I come from a strict C programming language background so maybe that's why it looks so strange to me?

  • thanks all!

  • dop2000 oh I like that! but I don't think it helps more than right/left in my case.

    I wish there was a way return a CONSTANT's variable name and then use it on-the-fly...