R0J0hound's Forum Posts

  • The closest you get is with the paster plugin. It allows you to draw a texture and specify the corner locations of the quad. You'll need two pasters, one to draw all the objects to, and a second to draw the distorted quad of the other one.

  • Every time you divide by 10 it moves the digits over to the right one. In your second example it happens twice so

    90/10/10 or 90/100 = 0.9

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  • Just divide by 10.

  • Nothing comes to mind. Reading your initial post maybe you can make the sound depend of the joystick instead of the turning rate?

  • Just create an object on the current running layout and the texture will load automatically if it hasn't already

  • Well, either let you generate sound. Webaudio by letting you set the sound data directly and normal html5 audio by creating a wav file data URL to load and play. So both would work in my mind, however all over the net those that have actually made mod players cite normal html5 audio as tricky to precisely align one chunk to another. That isn't my expertise so I can only go by what I read. It doesn't mean they aren't wrong though.

    So I'd say it's fully possible. Of course getting that possibility to something usable will take work.

  • global number rateOfTurn=0

    global number previousAngle=0

    everytick

    --- set rateOfTurn to (sprite.angle-previousAngle)/dt

    --- set previousAngle to sprite.angle

  • Sure it's possible. The simple overview of a mod player is it takes the file and generates sound as it goes, a chunk at a time. Without webaudio it does this by creating a wav file that is then loaded and played. The issue is to make one chunk match the other precisely. Webaudio allows you to buffer sounds to be played seamlessly, as well as eliminating the the overhead of creating/loading the sound files by instead letting you write sound data directly. Of course the nitty gritty of it takes a lot more than that and some specific knowledge, not to mention a lot of time to make and optimize. Using an existing js library is dependent on if one can be found and devising a way to use from C2, which is a time consuming task in and of itself.

    Converting to ogg is the fastest solution and gives the best performance since sound doesn't need to be generated.

  • Probably using the collision polygon.

  • Well if a javascript library that doesn't use webaudio can be found, then maybe that can be used. Or you could just convert your mod files to ogg files with some other software perhaps.

  • Yeah, you'd create the object from the other layout to load the texture into vram. By default only the textures of the objects on the current layout are loaded.

  • There is already a synthesis plugin here:

  • This corner of the internet has a way:

    http://acko.net/blog/javascript-audio-s ... th-html-5/

    But that's just the basics.

    There also may be some older js mod players that don't use webaudio. Anyway I guess it's in the realm of possible, but unless someone makes it usable from C2 I guess this info isn't useful.

  • Zebbi

    The collision polygon isn't accessible from just events. That said, you can manually put the collision point locations in an array or something and just reference that instead. Or you can use a tiny sprite to find the collision shape by moving over an area and checking for collision.

  • I was refering to the one made by yann, which doesn't utilize the array object. Also you could also look at the json format that the dictionary object uses. You should be able to more easily adapt that text to be able to load into that.