Fib's Recent Forum Activity

  • Do you mean you don't want your objects to overlap each other while they're moving along the path?

  • Hey Nepeo, you stated:

    It should be relatively easy to convert these files into webm if you so wish. Audio is played by name, ignoring type, so swapping file types shouldn't effect your event sheets.

    That isn't fully true.... right? There's 2 events for playing an audio file, Audio: Play and Audio: Play (by name). Your statement is only true if you use play by name. If you delete your audio files and you used Audio: Play all of the events referencing that audio file will be deleted also. I just tested it in r172. Which is the reason why I only ever use play by name.

  • You can tween any layout/layer effect by associating it with a variable. For example I will use the "Exposure" effect. Create a global variable named "exposureVal".

    Then in the event sheet do:

    System: Every tick ---> System: Set layout effect parameter (Effect="Exposure", Parameter Index=0, Value=exposureVal)

    Now you can simply do a value tween on the variable "exposureVal" to control the effect.

    --------------------------

    To control it using a timeline is a little more difficult but not too bad. You must create an object (sprite object for example) since timelines only work on instances of objects. This will probably work best if you only have 1 instance of the object in the layout.

    Add an instance variable on the object. Do the same as above in the the event sheet (set the effect parameter in every tick event but use the object instance variable instead). Then place an instance of that object in the layout somewhere. Then add the instance to a timeline. In the timeline, right click the object instance and click "Add properties". Then add the instance variable as a property to the timeline.

    Now you can indirectly control the effect in a timeline. Remember this is only needed for layout/layer effects. If you want to control an object effect, you can do that directly in the timeline by adding the effect as a property.

  • You could explore the use of containers, which may make it easier to accomplish that.

    https://www.construct.net/en/make-games/manuals/construct-3/project-primitives/objects/containers

    Basically you need a sprite that can be manipulated (scaled, rotated, etc.), then sprites that represent the "controllers" as you call them. Then put those sprites together in a container so you can easily pick them in the event sheet.

    I can't provide you too much more since your question is very broad. Let me know if there's more detailed questions you have.

  • I don't see an attached file.

    Which part are you having trouble with? Loading the data? Or placing the objects in your level correctly based on the array data?

  • In the Audio plugin there's an action named "Set Playback Rate". A value of 0.5 makes the sound playback at half speed (lower pitch & slower tempo), a value of 2 makes it play at double speed (higher pitch & faster tempo).

    I don't believe there's a way to change the tempo or pitch separately by default in C3.

  • Do you mean a radial progress bar?

    https://www.youtube.com/watch?v=WGYoPqz9OW0

  • What do you mean by NWjs version of C3? Do you mean the Windows Store version of C3? Or do you mean your exported project to NWjs is using that memory?

  • Just a few tips. The enemy move speed, shoot speed, and shooting behavior is best when it's contained in the object. You can create an enemy object as a sprite and add those properties as instance variables. Then add the custom behavior of how it moves and when it shoots in an event sheet. Then your "wave system" can just focus on which enemies to spawn and how many.

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  • How are you going about making your real-time instrument? Are you just playing an audio file when the user taps an object? Or something more advanced?

  • Your loop is happening once every frame. You need some event to make it happen only once. As oosyrag already stated, a mouse click, keyboard key pressed, or a button press.

    Just FYI, floor(random(9)) will actually give you values between 0 - 8. Here's a quote from the manual regarding the Random system expression, "Generate a random float from 0 to x, not including x"

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Fib

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