bclikesyou's Forum Posts

  • mudmask ah i see. worth a try i suppose?

  • mudmask unsure what you mean by "scheduling audio". My audio runs through a "start of layout" condition | Play audio

  • Okay I found a way that works for me. Including it here for anyone that also finds it hard to get seamless audio files.

    -Do not convert your wav file via C2. Open it in Audacity instead.

    -Once open in Audacity, go to Effects>Repeat. This will add a 2nd version of the audio this way you can check the seam.

    -Edit the audio file down as needed to make it seamless. Once satisfactory, delete the repeat.

    -Export your audio as an AAC file and as a OGG file.

    -Import each file (should be 2) to C2 in to the sounds folder. No conversions should happen at this point since you already are supplying OGG and ACC/M4A files.

    This seemed to work best for me. Exporting to AAC via Audacity does add a small gap but C2 seems to ignore it while in the Sounds folder.

    **Note**: When you download Audacity, you also need to download the codec/plugin to export AAC files. The program will let you know if it isn't installed and provide a link.

  • I'm well aware that encoding in AAC (when importing a WAV file) will add a small gap. Definitely obvious when you're trying to create a seamless loop.

    Anyone find a work around for this? I've tried putting my music files in the sound folder. Still nothing. Tried exporting them as AAC from itunes, audacity, etc. Still adds that pesky gap. Maybe a decent m4a editor that will let me snip that bit of blank space? I'll try anything at this point. Just sick of hearing that gap when my music is looping.

  • Got that sweet cut scene fade working!

  • Early Saturday morning game dev hustle at the coffee shop

    All cutscene art for Level 2 is done. All dialogue is written. Now working on how to best initiate the cutscenes and hop back to the actual game layout. Should be able to wrap this up this weekend.

  • Starting work on cutscenes. Here is one of the more basic ones. Text will scroll along the bottom. These are definitely going to push my art skills. Time to get good!

  • bclikesyou That's actually the proper way to do it. The DIALOGUE_POSITIONX and DIALOGUE_POSITIONY are local variables used when creating a new dialogue. Setting them as static is only half the solution, you still have to move the current window/spritefont/portrait. Take note that the variables won't revert to their original values, so you might want to add new variables to store default values and a function to revert to them.

    Ah perfect! Yeah it's working great for me so far.

  • Running in to an issue: I'd like to move the dialogue box to a different position for cutscenes. I tried setting up a text command that set the DIALOGUE_POSITIONX and DIALOGUE_POSITIONY when called via dialogue. I couldn't get it to move the dialogue box and I even tried setting the local variables as static.

    I found a temporary fix by doing this:

    Is there a better way to do this? Thanks!

  • zzulian Thanks!

  • Boss fight!

  • It's been a few weeks but I've been hard at work!

    Last weekend I showed off my demo at the Buffalo Game Space Showcase. Got great feedback and hung out with a bunch of other great WNY game devs. Here was my setup:

    Looks like another week or two and I should wrap up Level 2. Currently I'm scripting all dialogue events and working on cutscenes. I made the decision to try and do still-frame cutscenes especially since the game is quickly getting story heavy.

    Made some huge progress this weekend. As I have mentioned, I've been using Magistross 's dialogue asset. Over the weekend I realized and learned how to use the text commands which lets me script events from within the dialogue. So basically I can type the dialogue and then type something like {BossActivate} which calls a function or any other event. This is incredibly handy. I cannot recommend this asset enough. It's a steal for the price.

    Here is the Level 2 Boss reveal. Don't worry; it'll be more difficult than pictured in the gif

    Up next is drawing up the cutscenes, finishing the dialogue script, and setting up all keycard / door functions in the layouts for Level 2. Then on to Greenlight!

  • Funny enough I got to the same point this weekend. Working on cutscenes with dialogue and was trying to figure out how to control my characters during and after dialogue. Came here and smallrobot had pretty much asked my exact question Text commands work great! Controlling the cutscenes via the dialogue is really handy. You really thought this asset out well Magistross!

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  • I make my own art using Photoshop and Pyxel Edit. According to my tastes, I consider my art "good enough" but want it to be better. Figured the best way to get better was to do it all myself. I'm already seeing improvements since ~6 months ago.

  • Level 2-3 (backgrounds and decorations hidden)

    This uses the cave tileset as seen in the gifs above. One more map and I'm set for Level 2. Then I just need to set up dialogue triggers and the boss room.