brent_hamel's Recent Forum Activity

  • haha yeah...I've got WAY more than 64 shore tiles lol, this is the overhead world map for my game...

    but I'll definitely try what you said, I had tried a single object beyond the shore previously, but obviously couldn't get more than one to work, but that makes sense about autoplay using multiple channels

    I was hoping that there was a way to have each instance draw from the same source, but Xaudio2 just doesn't work that way I guess...

    Anyway, thanks so much for your help! Now I just need to get pixel perfect Fog of War...ugh

  • oh haha sorry, I misunderstood. Here's what I began with...

    Start of layout: - set listener to "player"

    - play channel 3

    - attach channel 3 to "shore"

    this attached the sound played in channel 3 to the first instance of the shore object...

    then I tried...

    Start of layout: - set listener to "player"

    - play channel 3

    For each object "shore": - attach channel 3 to "shore"

    for some reason all this did was to attach channel 3 to the second instance of the shore object (which I can't understand at all)

    I really appreciate the help by the way, this problem is just frustrating me to no end and keeping me from focusing on the other functions I need to finish up...

  • It plays the sound fine, and it gets louder the closer the player gets to it, so all of that is fine. The problem is that I need multiple instance of the same object to be able to this at the same time, whereas right now, only the first instance does.

    If I have 8 copies of the shore tile that are supposed to play the sound of waves, then right now only the first one does, where I need all of them too.

  • ok, this may be a no-brainer, but I've got the positioned sound working fine, but I can only seem to get 1 instance of the attached object to actually play the sound.

    I have a top down map with this beach see... and there's a shore, and all sorts of shore tiles, and I wanted the sound of waves to get louder as the player approaches the shore tiles, but so far, it only does it for one instance, is there a way to attach it to all of them? Or have them all play the same sound and I'll just compensate with the volumes?

    Is it just me or does Xaudio2 seem a bit counter-intuitive...

  • YAY!!!

  • thats perfect newt, thank you

  • If I could understand the meaning behind the syntax and the specifics of what the syntax is referring to then I could understand what I'm doing lol, but yeah, I realize it must not be that hard a problem to solve. What I'm trying to do seems pretty straight forward, I'm just not sure what commands/syntax to use to get construct to do it. I friggin love construct by the way lol. I'm in University going for a BA in Digital Media and they're trying to find an alternative to Flash to use for teaching basic game production and interactive motion media. I think I may have one of the instructors sold on Construct 2 once it gets proper functionality lol

  • yeah, lerp and timedelta just wooshed right over my head haha

    edit: I really appreciate all the help so far though lol, at the very least you guys are getting me to think through the problem a bit, my shortcomings are definitely in programming calculations as I've never been a coder (I couldn't even learn VB :$)

  • ok, the specific numbers I'm dealing with are...

    Day = rgb(255,255,255) - white

    *if it rains (which is a random chance) day then fades quickly to

    Overcast = rgb(127,127,127) - mid/dark gray

    either Day or Overcast then needs to fade to

    Night = rgb(45,57,60)

    so I need a function that can recalculate itself based on whether or not the rain is active, so I need two events, one that goes from Day to Night over a set amount of time (which I need to be able to change easily to fine tune the feel of the change), and one that goes from Day to Overcast to Night over a set amount of time.

    I guess what I really need to know is how to get construct to do the math from rgb(a,b,c) to rgb(x,y,z) over t milliseconds

    and have a become x, b become y, and c become z all at the same time regardless of the distance between each pair

  • I'm using the filters because it allows me more control over the colors as well as it seems to appear to maintain more of the detail in the tiles than an overlay does, might just be my eyes playing tricks on me, it just seems that way.

  • what about if its not a straight fade with gray, right now I'm using slightly tinted filters, over cast is a straight gray and night is a blue gray, and is there anyway to set it up using timedelta maybe? I know ABOUT timedelta, but I really have no idea how to use it

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  • First off, I'd like to apologize if I'm just plain missing this somewhere else on the forum, but I've been looking for an hour and have had no luck.

    I've got a very basic day/night cycle in a project of mine, as well as a random chance of "rain" at the start of each day. I'm portraying the changes in time by using the "set color filter" on all of my tiles, but here's the thing, I want to be able to tell construct to fade between the filters...how do I do this?

    I want to be able to pick a point in my day/night cycle, and have construct change the color filter gradually over time so that it hits the final filter setting at the time in the cycle that I want it to.

    Thank you in advance...

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brent_hamel

Member since 31 Dec, 2009

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