WackyToaster's Forum Posts

  • I think not unless you officially register a business. I don't know where you live but there is a chance that you have to register eventually, usually your country wants a cut if you earn money.

  • I only briefly worked with it a while back. Basically the audio input is taken and then divided into a number of frequency bins. In your case you probably don´t need many, maybe 8-32 ish. You can then individually read the value of each, in case of a low pitched sound, the lower bins will give high values and the higher bins will give low values. That´s how you know what kind of sound the user is making. So if the lower bands reach above a certain value, you can have the player move, and once the higher bins go above a certain value (because the user changed pitch) you can have the player jump.

    Then compare two values AnalyserFreqBinAt(Tag, Index, Bin) >= 0.8 you´ll have to tweak the values. The docs are always helpful. construct.net/en/make-games/manuals/construct-3/plugin-reference/audio

  • It´s one of those

  • I suppose you are working with the audio analyser? If not, you should check out the example project. It shows a frequency band that react to audio. You´ll have to see what bands react to low/high sounds and compare them to a threshhold (how high the sound has to be for the character to jump)

  • If you delete them there won´t be an icon to show.

  • You know... you can just register an account there? It´s free. Also it´s best to have a sample project to go with.

  • Did you replace all of these icon files?

    • Post link icon

    I wonder how Planetside 2 does it, considering they have quite big battles at times.

    As for if it is possible, absolutely. Erigato has made some like knuckol.club but afaik he didn´t use constructs multiplayer plugin.

    This might also be interesting, I´ve stumbled on it a while back and now dug it up again, the dev talks a little about diep.io and agar.io But it´s also from 2016 so take it with a grain of salt.

    news.ycombinator.com/item

    But he hints at github.com/uNetworking/uWebSockets

  • I don´t think there is a "better". If you are used to your application and it´s working fine, why switch? I use Photoshop for Textures, PixPlant seems to just have the tiling and some other stuff automated. Pretty handy actually and comes with a photoshop plugin aswell, I might consider using it.

  • the problem, I'm on MacBook Pro, I don't have F12

    Well there are other ways to open it ofc. For mac it seems to work with Cmd+Opt+J (or in the menu, more tools > developer tools) But resizing the window will also sort of work I´d say.

  • yes, just hit F12 on the preview and you are good to go

  • You can also create any custom resolution you need. It says Add a custom mobile device but it doesn't actually have to be a mobile device.

  • Chrome developer tools allow you to simulate various screen sizes/devices

    developers.google.com/web/tools/chrome-devtools/device-mode

    Similar tools exist in firefox/edge too.

  • Yes it´s possible.

    The game will (usually) scale to fit to the device screen. So your game on a 16:9 screen will end up with black bars on the left/right side. The other option is to have it fill, that means your game on a 16:9 screen will have some parts cut off on top/bottom. You´ll have to take this into consideration when placing UI and whatnot.

    The more complicated option would be to make it responsive to the device ratio.

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