aaronparsons's Forum Posts

  • 14 posts
  • Can the option to add your own wav ogg or aiff sounds be created?

  • Your link to the plug-in is broken, my friend.

  • I know this seems like something that may not make the cut, but I'd like to see some support for module music or NSF or VGM drivers incase someone wants to put in 8-bit music. The file sizes would be significantly lower than that of oggs and wavs. I understand browser limitations would effect it, but I think there should be some support. An alternative would be increasing the file size requirements for Scirra Arcade games if possible.

  • Hey everyone! Take a play at Journey of Darius, my new HTML5 platform action game demo! I'm deciding based on user feedback and reviews wether to continue with this project or scrap the whole thing and make it into an RPG. Here's the game:

    http://www.interactive-media-arts.com/techdev/2010/parsonsa2228/html5_game/index.htm

    Everything, including the fake-bit music, is produced by myself except for the dialogue and narrative which is written by my beautiful girlfriend. Adobe CSS and Construct 2 were used in production.

    The story is about a prarie state where a factory dumps toxins into the main river. Because of vegetation on the affected plant life, both humans and creatures develop mutations and super-powers. The government persecutes the creatures while others try to establish unity between the creatures and the regular humans. Within a government family, a boy who has super-powers is born and after discovering his powers, his mother goes into exile while his father takes him away to a small town outside the corrupt capital city. when his father goes to find his mother again, the boy follows him into a war between the creatures and the corrupt government of the city.

    You get to play two levels in the demo. One where you play the boy following your dad, and the other where you help people in the military defend a small town around the city.

    Let me know what you think. And yes, the introduction was meant to sound like the intro to Streets of Rage with a hint of novelty. Enjoy!

    EDIT: In case you ask why I couldn't get it on the Scirra Arcade, I had issues compressing the music. If Construct 2 had module or midi support, I could put it up, but the game is 15 MB at least even though it streams quick.

  • I make my own stuff as well.

    Message me if you want me to compose a track for your game after May 5th:

    Link to the Tunage

  • Things seem to be fixed, however, I have a feeling I may have to adjust my image points as the sprite still goes off a bit after Darius dies or if he transitions between layers. Is there an alternative if this doesn't work? I also think I may have to re-adjust sizing and image points for my character and player so they're the same. It's a start. Thanks!

  • Hi, all!

    I'm working on a platform game and I'm having some issues bringing my player character from one layout to another or keeping my character sprite at the top layer while the Player sprite is below it. Going between the "Dying Screens" (aka Level1Dead and TrainingDead) and the previous layouts is sometimes ok but there are issues where the sprite Darius doesn't pin at the exact position as the Player sprite as it was when you initially play.

    The bug some of my testers came up with is the fact that between Layouts Level0 and Level 1, the "Player" is active, but the Darius sprite is either not pinned properly (it's not positioned properly compared to the player sprite) or even worse, the Darius sprite is not visible at all.

    Here's a CAPX file of the project I'm working on. I tried many eventsheet combinations but came up with the same result:

    dl.dropbox.com/u/42828331/Journey%20of%20Darius/JoDv2.capx

    What's a better way to go about transitioning between layers without having these issues?

  • A bit buggy, but it does work.

  • I would probably go for Wordpress myself if I wasn't a coder. However, I think no matter what, if you want a site to perform and look exactly the way you want, you will need to push yourself to learn few basics of HTML and CSS. Just sayin'.

  • I'm wondering if there's any way to create a bouncing object, kind of like the springs in Super Mario Brothers or the balls that bounce in Yoshi's Island.

    I tried doing this with your method of bouncing but replacing the destroy enemy event with a stimulated jump event with a value of over 9000 (yes, DBZ pun intended just to prove how mad I was when experimenting).

    Take a look:

    dl.dropbox.com/u/42828331/construct2/bounce-ball.capx

  • I'd like to add FamiTracker to the freeware music composition list. It's supposed to create music in the format of the original 8-bit Nintendo Console complete with arps and pitch bending. You can even use it to create sound effects if you're creative enough.

  • Speaking of chipmusic, if you want to make songs that sound authentic just like an original 8-bit Nintendo game, you guys should try using FamiTracker. It's so simple to use:

    FamiTracker v0.3.7

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  • Greetings from Canada! I'm Aaron Parsons, a interactive media student from Manitoba and I'm doing a video game in Construct 2 as an independant study before I graduate in June. I'm know Javascript, HTML5, and a little bit of PHP.

    I'm also a game music composer on the side too so if anyone needs an RPG, Streets of Rage style, or chiptune type music, send me a PM and I'll see what I can offer you.

    For a demo musically speaking, take a listen:

    soundcloud.com/aarpar/final-fantasy-30-battle

  • Hi, all!

    I'm making a game for a college independent study with Construct 2 and I seem to be picking up things fast with the program. I'm trying to make a platform character pound the ground like in the new Super Mario Brothers game. so far, I crafted the events where while you're in the air, you can flip and then drop down quick by pressing the down button. I used the platform tutorial as a reference to work with.

    The problem I'm having is that the default falling animation is over-riding the drop event I created even though the acceleration, max fall speed, and gravity variations for the drop are defined in the event. I also have an event that resets the platform specs to default after the move is done.

    My issue is that the ground doesn't shake once I have my player hit a solid object no matter what I code the event to so I left the event set to when the dropping animation finishes and crossed it out.

    Here's what I have for my playable character so far:

    Pound the Ground

    There are some bugs that also need to be addressed including the game freezing when I try doing a ground pounding function. If anyone finds bugs or can provide tips for me to properly code events, I'll gladly and thankfully take them.

    EDIT: I did an update following the proper instructions for mirroring shooting left to right events but unfortunately there is still a bug even in that particular event function. I may need some help there too.

  • 14 posts