jobel's Recent Forum Activity

  • calminthenight I had been using positioned audio on every project until one day I started hearing really bad audio corruption. I did a bunch of my own tests and confirmed it. It was mostly noticeable with thick looping sounds. But it happened at all sounds, it just was easier to hear on a sound like a constant laser beam loop.

    So I started changing the volume dynamically based on where the player is and that's how I simulate the same effect (sort of) and I never looked back! But I should check to see if Chrome fixed it. When I get some time I will check it again. But honestly, it used to work fine for years until one day it didn't. So I'm not so keen to go back to it.

    EDIT: I just tested it again, and YES it is still there. unusable!

  • July 2020 Update:

    I just recently got through my first round of play tests and got TONS of helpful feedback.

    now I'm currently in the process of applying that feedback and setting up another round of testing - and hopefully (if I've done my job correctly) I'll start seeing different feedback!

    One of the things I'm realizing is that player "on-ramping" is really important as far as productive play tests. If your testers don't know how to play, or can't play, or don't know what to do, it's hard to get productive feedback. On a game like Alpha One where I have an 'early', 'mid' and 'late' game its important to have an easy "way in" so playtesters can tell me where things are good or bad.

    Making a strategy game that can 'snowball' is common, but determining if that 'snowballing' will ruin the fun or not is paramount, but if your testers can't even get to the late game, you've got a problem! So I'm hoping my next round of tests help players get at least to the mid game.

    Here's a recent screen cap:

    twitter.com/jonbellini/status/1275483259946897410

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  • ah, so the ship is moving/rotating, so you want to always have the player's base movement be linked to what they are standing on.

    so for that I would add the same behavior that the 'platform' uses and add that to the player - in addition to any other movement types. you can add multiple movement types to achieve the desired effect. The only restriction would be if you used physics movement type since that's a different beast all together.

    The only other piece is the angle of the player, if the ship rotates you will need to rotate the player with it... but does your player movement also rotate the player?

    How do you move the ship? behaviors etc..?

  • dop2000 bartalluyn thanks, yeah I did the Everytick set spriteXY to mouseXY, its just not as fast as the system mouse so I wanted to avoid doing that.

    to see what I mean, set cursor to Sprite1 AND do the Everytick to Sprite2 and you will see considerable lag.

    but perhaps this is just a Construct limitation.

  • Ashley I can confirm that resizing the browser window does NOT bring the dialog back.

  • so they are basically on a rotating top-down platform? I think it would be awkward to change relative perspective unless you have a different view than that.

  • I'm making an auto hide mouse pointer feature. It works great for the system mouse however when I switch to my sprite mouse pointer it won't work.

    "Set Cursor to None" doesn't seem to work when you have a sprite mouse pointer.

    So I have to first "Set Cursor to Normal", then "Set Cursor to None", however this won't work if done in the same tick. It will work if I put a Wait 0.1 between the actions, but you see it change back to the system mouse which is undesirable. If I set it Wait 0.01 then apparently that is too fast and it won't work.

    So how do I hide the Sprite Mouse pointer?

    I also tried making the sprite visible/invisible - doesn't work, and I tried setting the pointer to an empty sprite, it just put a black square where the mouse is.

  • DiegoM that works! I found tutorials on basic usage but not so much on using it dynamically, so thanks so much for that!

  • DiegoM ah yes, I changed the position of the first keyframe, that fixed it. But now I did something and it won't run at all when run the game - but it does run in the Timeline editor!

    see here: dropbox.com/s/b811j45yhpn6trq/timelineTests.c3p

    Yeah its a bit awkward knowing what to move when. I like how the properties fields turn yellow showing you are "affecting" keyframes.

    I still haven't figure out how to make an object with Create/Spawn Object and set it to the position of the beginning of the Timeline, then have the Timeline animate it. right now I am just guessing.

    Another awkward thing is how you sometimes start to edit a Timeline and the object shows to be somewhere in the middle of its animation, but you can't forward or step through the animation, its just stuck there, placing the red bar does nothing. I would expect it to show where it is in the timeline as you move the red line.

    One other strange thing... (sorry!) is how the first keyframe is only a half circle... very hard to hit with the mouse!

  • Diego I'm dynamically creating a sprite to be used in a Timeline. I used the "tag" and Set instance, however the sprite does the timeline animation but from a location about 32 pixels to the left of where it spawns? always. I don't know to make it start in the correct location. Any idea what I am doing wrong? The whole timeline animation is moved over to this strange starting location.

  • when you say you can reproduce it, do you mean you can consistently make it happen? I can't.

    There are times it happens to me 4 times in a row. My record (yes I've gamified it) is 6 in a row but that only happened once. Can anyone beat that? ;-)

  • The doc says to swipe in the Animation Editor. but all I get is the Animation Window on the right. I can't pick any color or see the frames.

    help.

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jobel

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