signaljacker's Recent Forum Activity

  • If you break your collision objects down into basic shapes such as triangles or squares and make them invisible you could run a script at the beginning of the layout to pin each collision area to the correct shape (sorry bout the pseudo script but something like)

    On Start of Layout - Triangle_Object - spawn Triangle_Collision on layer 0 (image point 0)

    For each Triangle

    I don't know if it would be more or less efficient than other methods though as I guess you'd essentially be doubling your objects.

  • helena, actually you're right I can't seem to work out how to change drive either. I have autotilegen installed to F drive and all my image files are also on this drive and it works fine, but it's true I can't seem to switch to other drives - so I guess the solution for now is to install it to the drive where you're images are and it will work. I contacted the dev via indiegogo https://www.indiegogo.com/individuals/6316373 - just click on 'contact user' (you may need an indiegogo account to do this not sure, but it beats going on twitter).

  • I picked up a copy last week and it's an excellent time saver, the developer is also really good to deal with. I believe slopes may be implemented in further releases (it's still in beta) which will really make this thing powerful. One thing not apparent in the demo videos is that you can load your own images in there, you don't necessarily have to push pixels, so you can get everything polished up in you main image editor and then not have to worry about spending time on the fiddly technical bits like making all your tiles seamless.

  • Unfortunately that technique isn't quite suitable for what I need. I'm aiming for a very smooth transition from fast to slow, not an abrupt one and running two audio files in parallel would work fine if they were the same speed but as they won't be they will lose sync (unless the second file was just pitch-shifted eg running at the same speed but at a lower pitch, which isn't really the effect I want). The audio engine in construct 2 seems to do a cool timestretching effect which is quite nice, the 50% speed is still pretty good I just wonder why there's that limitation, I can't really think of any good reason for it.

  • I'm interested in more info about this as well. I have some music which I'm lerping between two timescales but as you said anything lower than a timescale of 0.5 or higher than 3 or 4 results in silence. It's a shame, because it's a really cool audio effect, but too subtle when you can only slow it down 50%. Is there a technical reason for these limitations, or is it something that may be addressed in future?

  • Thanks heaps for a very detailed and useful explanation! That helps a lot!

  • Thanks for the example, it has taught me some new things - any idea why the floor expression isn't working though? If anything I thought using it would be more accurate!

  • Same here - says it's the "heri" virus.

  • Hi, I'm wanting to make a flip-screen system similar to old games such as Prince of Persia, Flashback etc whereby single screens are displayed until the player ventures to the edge at which point it flips to another screen - the thing is I don't want an abrupt jump, I want to scroll the screen to the next point.

    I've set up a camera object with the scrollto behaviour and figured I would hardcode some values and move the camera with lerp when the player was in the correct area of the screen. The thing is it's not behaving the way I expect it to, if you look at the attached capx you'll notice that I've hardcoded the camera to move to 960 pixels if the player x is greater than 640 - but it never gets there, it always stops at 941 pixels! Can anyone tell me why this is happening?

    capx here

    Also, if there's a more elegant way to achieve this effect without hardcoding a bunch of coordinates I would love to hear it! Thanks for any help.

  • That did the trick, thanks! :)

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  • Hmm, changing it greater or equal it works here (and stops at 320 for me) but unfortunately it won't be flexible enough for what I need it to do. Thanks for your help anyway though.

  • In the example capx - at least on my end even if you slowly position the sprite to 320 and leave it sitting there it still doesn't register. Slowing the speed right down yields the same results, it doesn't seem to register at all.

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signaljacker

Member since 10 Aug, 2011

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