david88eve's Recent Forum Activity

  • Strange this.. Opened your Capx, and here's a video of my screen. (No audio in the video, but it was triggering rapidly non-stop)

    filetransfer.io/data-package/p7tA10nN

  • Thanks for replying.

    I have only one frame in this sprite, and I use "Circle" collision mask. (it doesn't help changing this"

    It behaves this way even with a new project, made as simple as can be.

    Here's how to reconstruct my problem.

    Create a new project with a layout size of 4320 x 7680

    Create one sprite with size 80 x 80 px -> Give it the physics behavior.

    Create a tiled background -> Give it the physics behavior, and set to "Immovable"

    Add event: OnStartOfLayout -> SetWorldGravity to 80.

    Add event: Sprite -> OnCollision (with TiledBackground) -> Play Sound.

    Drop the sprite over tiled background and run project.

    (To see the actual shaking, set the layout scale to 3, as I have it in my game)

  • Hi!

    I'm making a physics based game. and I have a problem.

    The world gravity has to be 80 for this game to be any good. I've tried changing "player" density and other settings, but it doesn't feel right,

    But having this gravity makes my "player" vibrate on the ground, and therefore the collision check triggers all the time, making it useless in using "on collision" for sound etc.

    The game works fine otherwise. No other physics problems.

    Any help, tips, tricks, or ideas are very appreciated!

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  • Works now. Seems the Leaves.Count doesn't get under 1.

    Hope this lasts, and thanks for all help and direction given, I appreciate it.

  • My method failed when player jumped and moved (Screen moved).

    Tried your suggestion but the wind audio just won't stop playing.

    This is driving me mad..

    To simulate my exact problem:

    Create one sprite with bullet behavior.

    Copy it multiple times across screen.

    Have some audio play when it is on screen.

    Have the audio stop when the last instance of that sprite leaves the screen.

    With one sprite (leaf), this works fine. The problem occurs when they're multiple.

    Thanks for helping me with this. :)

  • Got it working! This is what worked for me..

  • How does this look?

  • Still won't work.

    Would think there was an easy way to do this, but I can't find it..

  • Thanks for the reply.

    Only thing is, that these sprites only get destroyed outside layout.

    Is there a way to use Object.Count for On-Screen objects only?

  • Hi, so I'm having some issues with audio playback.

    In my game, I've created a weather system.

    So far I have 3 states. Rain - Wind - Clear.

    Rain and Wind has turrets creating raindrops and leaf sprites that moves across the screen.

    I want a sound for each of these states, and I want them to fade into each other.

    Problem I have is that these sounds will have to trigger when last raindrop-sprite has left the screen, and whenever the last leaf has blown across the screen.

    It's not a problem getting them to play. (IsOnScreen -> TriggerOnce -> PlaySound)

    But it is a problem getting them to stop.

    I cannot have the sound stop when the weather variable changes, cause there's a lot of rain/wind sprites still on screen.

    So my question is. How do I detect last sprite (leaf or raindrop) leaving the screen?

  • Thank you so much! That's great 👌

  • Hi! I have this problem. I have a 20000 px layout-height platformer, and need a sprite in the layout to change it's color from RGB 23 24 25 to RGB 72 104 89 based on the sprites Y coordinates. Anyone got any idea how to best do this?

    Figure there is a clever math solution I'm missing..

    Thanks for any help!

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david88eve

Member since 24 Mar, 2014

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