R0J0hound's Forum Posts

  • On another note, the configurations panel has been in there since the very earliest versions of C2. The earliest I could check was r23 and it was in there. It may have even been in r0 but I don't have that one in my files.

    Ah, it was added in r9

  • I belive he means the configurations bar with this manual entry:

    https://www.scirra.com/manual/50/add-configuration

  • If you look around the install directory of construct classic is a folder called effects. In it is a bunch of fx files that can be opened in a text editor. They are basically direct X hlsl shader programs, so you could google more info about how to write one.

    I forget if there are any posts on how to make your own but you can search the construct classic sub forums. There are a good amount of fx files on the forum too.

    Probably a good start is trying your hand at modifying existing ones.

  • It's basically a leftover for a planned feature that never materialized. It currently does nothing to the best of my knowledge.

  • I can describe how to make an example.

    Create a new project

    Add a second layout

    In the first layout create a Sprite

    In the second layout create a different Sprite.

    Run the first layout. Only the first sprite's texture is loaded.

    Add an event to the first layout that creates the second Sprite at the start of the layout.

    Run the first layout. Now since the second Sprite was created its texture is now loaded too.

  • The closest you get is with the paster plugin. It allows you to draw a texture and specify the corner locations of the quad. You'll need two pasters, one to draw all the objects to, and a second to draw the distorted quad of the other one.

  • Every time you divide by 10 it moves the digits over to the right one. In your second example it happens twice so

    90/10/10 or 90/100 = 0.9

  • Just divide by 10.

  • Nothing comes to mind. Reading your initial post maybe you can make the sound depend of the joystick instead of the turning rate?

  • Just create an object on the current running layout and the texture will load automatically if it hasn't already

  • Well, either let you generate sound. Webaudio by letting you set the sound data directly and normal html5 audio by creating a wav file data URL to load and play. So both would work in my mind, however all over the net those that have actually made mod players cite normal html5 audio as tricky to precisely align one chunk to another. That isn't my expertise so I can only go by what I read. It doesn't mean they aren't wrong though.

    So I'd say it's fully possible. Of course getting that possibility to something usable will take work.

  • global number rateOfTurn=0

    global number previousAngle=0

    everytick

    --- set rateOfTurn to (sprite.angle-previousAngle)/dt

    --- set previousAngle to sprite.angle

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  • Sure it's possible. The simple overview of a mod player is it takes the file and generates sound as it goes, a chunk at a time. Without webaudio it does this by creating a wav file that is then loaded and played. The issue is to make one chunk match the other precisely. Webaudio allows you to buffer sounds to be played seamlessly, as well as eliminating the the overhead of creating/loading the sound files by instead letting you write sound data directly. Of course the nitty gritty of it takes a lot more than that and some specific knowledge, not to mention a lot of time to make and optimize. Using an existing js library is dependent on if one can be found and devising a way to use from C2, which is a time consuming task in and of itself.

    Converting to ogg is the fastest solution and gives the best performance since sound doesn't need to be generated.

  • Probably using the collision polygon.

  • Well if a javascript library that doesn't use webaudio can be found, then maybe that can be used. Or you could just convert your mod files to ogg files with some other software perhaps.