Liberador's Recent Forum Activity

  • Fortunately, it also alters the pitch if you add the audio file to the Sounds project folder instead of the Music folder. (Otherwise, I wouldn't be able to make car racing games where the pitch of the car engine sound is constantly changing, which is essential in this type of games.)

    But keep in mind that audio files in the Sounds project folder are loaded completely before playing, but files in the Music folder are streamed. This means if a music track is accidentally put in the Sounds folder, it would have to load completely before it can start playing. However, audio in the Music folder can start playing much more quickly since it is streamed, and also uses less memory for long tracks.

  • I'd like to be able to manipulate background music so that if it is pitched down it plays slower and if it's pitched up it plays faster.

    Have you used this action?:

  • I have applied very easy solutions to all the problems in your tank game.

    You can download the corrected file here: fileport.io/cPChmSHYWztN

  • ALL ISSUES FIXED IN YOUR TANK GAME!

    Download the corrected file here: fileport.io/cPChmSHYWztN

  • Add a small hidden wheel to each corner of the player cube by using the Physics revolute joint.

    This seems to work.

  • Using a cricle collision solves the problem, but the the player doesn't rotate at all, which is not what I want.

    Add a small hidden wheel to each corner of the player cube by using the Physics revolute joint.

  • Maybe it's because of some new update of your game, but now I only hear the music, and the screen remains black.

  • Construct 3 r397

    ⭐ Improvements for handing event variables, including a new Reset action to reset an individual variable, and grouping event variables by scope in the Parameters Dialog

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  • I have been trying to achieve a rotation with momentum (inertia).

    It's about a submarine (top down perspective). Rotating must be smooth (I achieve this) but it's not slowing down until stops when key/stick is not being pressed anymore.

    I hope you know that you could easily achieve what you want by simply adding the Physics behavior to the submarine and setting the Linear Damping and Angular Damping parameters to 1, as you can see in this example: fileport.io/Zq7xVzCJ7TCF

  • In the alextro's example, simply disable or remove the actions that rotate the layers, and you will get what you want.

  • Here you have it: fileport.io/3eErBLhXX4zW

  • I'm trying to get my player and other entities to move tile by tile instantly rather than gradually in a way that's identical to this demo: construct.net/en/free-online-games/boulder-dash-type-game-demo-70324/play

    I am the creator of that demo.

    My problem is while I've achieved it in various ways, using the keyboard (key) is down condition activates that far too many times in the span of a second making it zoom off the screen.

    Add the Timer behavior to your player sprite.

    Move your player sprite in any direction only when the Timer is not running.

    When the player sprite starts moving in any direction, start the Timer with a duration of 0.1 seconds.

    That is all.

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Liberador

Member since 29 Mar, 2024

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