Tomycase's Forum Posts

  • It's going to be hard to help you without screenshot of your code or a gif/video or the bug;

    If you're confortable enough you can share your file, that's the easiest way to proceed;

    Before doing that tho, check your sprite origin for this specific animation

  • Mh, in that case using a sprite would be easier if the goal is to trap sprites into that area

  • Is it something you want to do with the canvas plugin?

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  • Depending how you spawn those lines, you can use their IID (first instance is 0 and goes on) to determine which one was first, then IID 2 would be the opposite corner, then you proceed in two steps :

    Pick instance 0 to spawn the rectangle, pick instance 2, check the distance with the spawned rectangle and change its dimensions accordingly

  • You need to determine which instance will spawn the origin of the rectangle (let's say its origin is top left) and then pick the instance that represent the opposite corner, and stretch the rectangle by checking the distance between the two

  • I'll have to check your file first to see how it compares to the problem I had, this weekend I should have free time

  • Jump-thru collisions have been, let's say, a bit unconsistent since Construct 2, the way it checks for an object to pass through the object sometimes trigger in unintentional ways, I had to workaround an issue like this not long ago

  • Hey there, I made an attempt at these guys behavior last year, I got something relatively close to the real thing using Sine and Lerp() : drive.google.com/file/d/1EtxTcFN39Entc81_P59So03udENCxaIk/view

  • winkr7 solution works, you can also compare the distance from the center, and check if it's in-between two values to know if it touches the circle

  • Construct reads the events from top to bottom, so the order is important :

    A For loop followed by Trigger Once will run the loop and then trigger the action once per loop index, where the inverse will trigger the For loop once

  • Thank you very much!

    Edit : Just tested it, it works like a charm

  • Thanks for the answer, but I dont think that's what I'm looking for, I was looking for is how to use the audio position parameters correctly in relation to an obj distance from the listener point, using a variable to set the volume would force me to give the same tag to all sounds, which I want to avoid at all cost

  • Hey there, I have a question about the positioned audio parameters :

    I'm using the Play at Object action to play a sfx from a sprite and move that sprite away from a listener source to adjust audio channels separately;

    My question is, how should I adjust the audio parameters so that at a fixed distance, the sfx gets inaudible?

    As an example, when the sprite distance=0 the audio is at full volume, and I'd like to, let's say, have it muted when it reaches distance=50, but so far I only manage to get approximative results, so I could use some help, thanks a lot!

  • Hey there, as I said, when I have some time, which I don't have much atm