oosyrag's Forum Posts

    Most normal users don't know what dB means so presenting a dB scale slider as 0-100 is easier to understand and still works in terms of perceived volume.

    I quite agree with this, and this is also precisely why I think Construct should also do the translation between dbs and 0-1 for the user, because the Construct user currently cannot just input 0-100 or 0-1.

    Rather than having the average Construct user look up how db works, the relationships between volume, loudness, and power, figuring out that negative infinity can be used the lowest volume instead of a hardcoded "mute" level, stepping dbs by 3 or 10 × log₁₀(V2/V1) to double "loudness" ect., trying to understand articles like (https://www.dr-lex.be/info-stuff/volumecontrols.html) and (https://dcordero.me/posts/logarithmic_volume_control.html), reading through the wikipedia page on psychoacoustics and not understanding a single word, ect...

    According to the latter article, "implementing a volume control logarithmically is actually a quite easy task", which I'm assuming is a similar to the point of view from Ashley, but I'm pretty sure the vast majority of the users here are not going to understand the "simple extension" example also in that article besides the fact that it doesn't directly apply to Construct, nor how to implement that in Construct.

    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...

  • I'm not too familiar with the steam deck myself, but trigger buttons usually aren't buttons, they are analogue axises.

  • Your header should be set before making the ajax request.

    I do not know if that is the reason you are not getting a response/ajax completed, but seems like it could be.

  • Don't use wait.

    Timer is the correct way. On speed boost collected - check if timer is running. If not, start timer, add boost. Else add boost steength.

  • You'll need a way to identify every node. For each node, you'll then need a list of other nodes connected to it.

    First pick by connected nodes (compare instance variable), then pick by distance.

  • Try setting sampling in project properties to nearest.

  • I'm not too familiar with the file system plugin, but it looks like it's got some browser based security restrictions.

    The old way would be to just use nw.js which also has access to the local disk, but that only applies to running as a local executable.

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  • Is the tilemap object supposed to support TMX/TMJ imports?

    I'd assume Construct uses it's own format. You'd probably need an addon or other way to convert TMX or TMJ to Construct's TilesJSON format.

    Edit: NM Construct is definitely supposed to work with TMX. (via the tilemap toolbar load TMX button, or by drag and drop into the tilemap bar in the editor)

  • Check the origin point of your animation.

  • JavaScript support is most useful for me when importing available premade libraries for specific advanced functionality. No need to reinvent the wheel (or rocket ship in many cases) with events when most of the work has been done before already.

  • Try "for each".

    Also generally if you want two instances of the same object to affect each other, put the object in a family and use the object and family in the condition.

  • Generally avoid mixing movement behaviors with each other or direct movement.

    You can simply disable and re-enable the behavior if you need to do something like teleport.

  • Why is it in a "For each entry"? If you're using for each entry, you'll want to add the condition "Compare two values JSON.CurrentKey = "exists", Set isEventFinished to JSON.CurrentValue"

    Otherwise, you can probably get rid of event 22 completely and just move the action "Set isEventFinished to JSON.Get("exists")" to event 21.

    Also confirm the isEventFinished variable is a value and not a string.