Liberador's Forum Posts

    This does not work well as you want 50% on the slider to somewhat be perceived as half as loud, this is why the exponential formula that has been posted multiple times works better.

    Even if the user is given the approximation formulas like volume^4 or 33*log10(volume/100) where volume is a value between 0-1, I still get the feeling most probably still wouldn't be able to apply that knowledge to their own projects themselves...

    This is why I think Construct should provide an alternative (non exclusive) option to perform this task automatically, (please, let me repeat the keyword: automatically), without the users having to manually type complex mathematical formulas and try to understand and apply them correctly for something as common and necessary as controlling the sound volume in any game.

    I think it would be misleading to call that option "percent". If there's another mode, it should just be the 0-1 value that goes directly to the Web Audio API, and then you can use your own formula if you want.

    Yes, I agree.

    I'm not sure what every software developer who has ever made a volume slider has done, but I would guess there is either a special case for volume slider 0 = -Infinity dB (i.e. at the very bottom it becomes a mute), or a very short linear ramp at the very bottom of the scale, or perhaps some other exponential formula that ends on 0. I think just special casing 0 = -Infinity is a reasonable way to handle it.

    I think an exponential formula that ends on 0, as several users suggest, is probably most convenient.

    Best regards.

    Hello Ashley, thanks for answering.

    What I am suggesting is that Construct automatically applies the formula 33*log10(percent/100) to the value entered by the user when he chooses the "Percent (%)" option in the dropdown list, and thereby he obtains a perceptual result, i.e. a result that the human ear perceives as balanced in relation to the value entered, between 0% and 100%.

    For this reason, at the end of the action description, it would say something similar to this: "In percentage, a formula is applied to provide a perceptual result."

    In this way, the user would have the option of setting the sound volume in a more friendly and intuitive way, but without eliminating the possibility of entering the value in decibels for those who prefer it.

    That's why I suggest that both options be available in a dropdown list.

    Best regards.

    And what if both options were available?

    We would really like to see in Construct something like this:

  • You could duplicate the player sprite only while he is in any portal, then place one player sprite in each portal.

  • Hello. Although I am a certified expert using another game engine, I am a newbie using Construct (I am testing it before deciding whether to buy it). However, I think I can help you about what you are asking for.

    So, I have created a Construct project file that contains the solution to your problem. When you run it in Construct, you will see a player sprite, a chaser sprite, and a wanderer sprite, all of them are restricted to the 8-directions movement.

    Here you have the download link:

    drive.google.com/file/d/1thuWgXSWBR7WElS5VUihSKgBK1IbiJvV/view

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  • It looks great.

    Thanks for sharing. We would like to see the future progress of your game.

    Good luck.

    Greetings.

    (Sorry for deleting my last message several times, but I can't find the option to edit it, so I had to delete it and create it again.)

    If you find older topics about it the dev explained his reasoning a few times.

    Yes, I have read them now.

    ...And he says volume isn’t linear so 50% doesn’t sound half as loud so decibels are better.

    I think this would not be a problem, since the description of the action to set the sound volume using a percentage could warn that "a formula is applied to provide a perceptual result."

    But I prefer setting volume from 0-100 instead of -infinity to 0 so the conversion formula is helpful for me.

    Me too, without a doubt, because I need to use Construct 3 as a practical and intuitive game engine, and not as an accurate sound editor.

    Yeah. But they seem pretty adamant at using db for volume.

    I don't know the why.

    Anyways you can just convert the percentage to decibels with a simple formula.

    https://www.construct.net/en/forum/construct-3/how-do-i-8/user-change-volume-percentage-162705?kws=Volume%2bpercent%2bdb

    Thanks.

    Many people do not have technical knowledge of sound and are used to setting the sound volume using a percentage value (0% to 100%), so they find it weird and confusing to set the sound volume using a negative value (dB),

    Therefore, I think it would be more intuitive and friendly if the sound volume could be set using a positive percentage value where 0% is equivalent to the minimum volume (silence), and 100% is equivalent to the maximum volume.

    Obviously, this is a suggestion to make Construct 3 even easier to use for everyone.

    Greetings.

  • Why isn't there an action to disable the "Wrap" behavior?

  • I also don't understand why some things aren't fixed when, theoretically, they would be easy to fix. And yes, it is something that is very frustrating and annoying.

  • I appreciate your attempts to help me through workarounds. But, honestly, I was thinking about purchasing Construct to create games easily, quickly and efficiently, instead of using alternative solutions that require the use of mathematical formulas that have drawbacks and limitations in their results.

  • Hello again. I am not really looking for a workaround, I would just like Costruct, like other game engines, to include the option to disable or modify gravity for any instance of any object, as it is a very useful option.