BigDream's Forum Posts

  • newt

    That thing is Construct 3 (subscription-based), and in my first post I asked to not suggest it. The reason for that is also stated in my first post. Thanks.

    mehrshadfarahani

    Looks like that's the only way then. Thanks.

  • Oh... I'm not sure if I want entire Windows OS to run on my Linux OS. The reason why I want to work in Linux is because it works much faster and better than Windows does (at least for me). All this for me is like selling hot dogs on a dirty street, then move to a comfortable shop but still stick your head out of a window to sell hot dogs on the same dirty street . If you know what I mean...

  • Hi, mehrshadfarahani

    I've tried Wine to run Construct 2 (from installation folder on Windows) but there was a problem with preview. It said something about HTTP if I remember right. If you suggest using Virtual Box, here are some questions:

    1) How much is it different from Wine?

    2) Should I run Construct's installation in Virtual Box or it's fine to use its .exe from the Windows installation folder?

  • Hi!

    Is there ANY way to work in Construct 2 on Linux? I've searched the forums and found some very old posts and people said it wasn't possible, but it's 2017 now and maybe someone has found a way? It would be amazing if I could work in Construct 2 on Linux.

    P.S.

    I know that it's going to be possible to work on Linux with Construct 3, but this one is out of my interest simply because I'm not a fan of subscription-based software at all. I'm totally fine with Construct 2 when I use it time to time for some small projects. Other times I'm working with a different engine.

    So, please, don't suggest Construct 3 here.

    Thanks.

  • I'm having same problem with sharing to Facebook on Android and I would love to get a solution, but it seems like there is nobody on the forums who actually know how to do it... Not even developers of C2.

  • imothep85 what 98 plugins are you talking about? Do you mean that when you buy that Facebook Plugin from cranberrygames, you actually have to download 98 separate plugins?

    Ashley why it's not even fixed yet? This isn't a first time when Construct 2's users have to buy a third-party plugin instead of those that come with C2, just because the official ones don't work properly or haven't been updated.

    I don't like to buy plugins from third-parties in which I'm not sure. I mean, I like to know that the official plugins are always up to date because they are part of the software that we bought. I can't trust most of the other people who develop their own plugins because there is no guarantee that one day the guy just won't stop working on the plugin and leave us all with outdated, useless versions.

  • Could you record the X and/or Y value of the already existing sprite, then spawn to that position +/- the precise distance you want?

    Spawn at position ExistingSprite.X-PreciseDistance, ExistingSprite.Y-PreciseDistance

    I will try and see if it works in my case. Thanks!

  • Hi!

    Let's say we have objects spawning every X seconds and then moving around a block (see attached picture). How do I make sure there is a precise distance between the objects? At first, spawning them every X seconds did provide an equal distance between all of the objects but later I noticed that sometimes there was a difference in the distance between them (sometimes they even overlap each other). So, how do I keep a precise distance between all of those objects and make sure it stays like this despite any conditions?

    I'll appreciate any help.

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  • How's the work on the plugin going?

  • > Thanks for that link. Didn't know about Scirra's store.

    >

    > Are you talking about AudioJungle, exceeding the 10.000 'copies'? As far as I could make out of their terms is that such applies to games that are being downloaded, like from Steam for example. I could be wrong though, gonna email them to be sure. AudioJungle sure has top notch work and the pricing is low compared to other (crappier) sites.

    >

    > In any case, breaking 10.000 plays/downloads of your game appears to be tough, judging from what people on the forum say, so if you do get it done could one consider a game to be succesful? If so, then paying an extra (double price) license isn't much I guess, considering your game plays will soar anyway. But that might be perhaps a bit too much on the optmistic side.

    >

    > I think we don't have much choice - I guess we just need to work hard on our games, and make sure their worth playing, hopefully covering audio costs. Honestly I don't think anything like $5 soundtracks exists that also have a full commercial license. Would you? Create one-time tracks for $5? Take into account that the maker put his life's hours in, maybe even bought special equipment, and share revenue with the channels that distribute their tracks. When you start to take that into account then some sites offer seriously good tracks at a bargain.

    >

    > Making games is basically a business model like any other. Maximize profit and minimize effort. Not saying we should make crappy games, but rather learn to work efficiently and earn enough to make profit so that audio won't be an obstacle anymore, since we can cover the costs with revenue.

    >

    > I'm thinking for my games, is to start simple, not try to get everything perfect where it's not possible. If you go to AudioJungle you can see how many times a track has been downloaded. Choose the one's with a lower price, that still have low downloads. What are the odds that if a track has been downloaded three times that it will be used in a game, and if so, a game similar to yours, plus, would that person even remember that soundtrack? Maybe he played that game a half a year ago never to remember it again. Heck, who says the track has even been put to use and wasn't an impulsive buy?

    >

    > - R

    >

    for me a sound track is a huge mark for a game and a theme song of a game can stay in my head forever and i can remember the game by just listening to it.. who dont remember mario theme song or mortal kombat or red alert. even mobile devices games like Subway Surfers ??? come on theme song is so important and impressive for every game as well as sfx it engraves the fingerprint of the game and atmosphere and environment in gamer head

    That's exactly what I'm talking about! And your post about being greedy... I'm not! I understand how hard work it is to compose an original soundtrack. It's just we're talking here about indie developers that don't have much to pay, especially if they are just starting and not quite sure about their app's future. But of course, if I was sure about my app, I wouldn't mind paying as much as the composer asks!

  • Games on Google Play are also downloadable, aren't they? And I do believe that it's possible to achieve 10.000 downloads if your game is really good. Personally, no matter what I do I try to do it as perfect as possible. When it comes to creating graphics for my game, I make details even where a player won't notice them easily. Also, I just can't draw a small piece of background and then copy/paste it a few times and let it repeat itself. I like everything original, unique, different from each other. So and the music in my games. I like it to match the mood of each level. I can't choose any soundtrack and then say, "Oh, this one sounds not bad and also it's cheap!". I always choose music that will match my game's mood. And often it means hiring a composer.

    But I think you're right when you say that players probably won't recognize a soundtrack if they heard it somewhere else before (this thought came to my mind a few times before). The only reason it can happen is if the track was heard in a popular game. But then again, developers of popular games usually hire a composer.

    So, I think the best solution for indie developers is to start with royalty free music and then, in case of success, use the money from game sells to hire a composer for the next big project.

  • Royalty free music is much cheaper than exclusive tracks.

    Check out Scirra's Store: https://www.scirra.com/store/royalty-free-music

    However, keep in mind that royalty free license means that the seller keeps the rights to sell same tracks to others. So if you don't want your game's music to be used in other people's projects (personally, I don't like it much), then royalty free soundtracks is not for you. On the other hand, hiring a composer for exclusive soundtracks will cost you a lot, especially if you need more than one track.

    You can search in Google something like, "royalty free soundtracks". But read carefully about the license agreement because some sellers require buying more expensive license once you have sold 10.000 copies of your game. Just avoid those sites...

    So, as you can see, that's the reason why I started this topic. I thought maybe someone would suggest something for indie developers who can't afford hiring expensive composers to get some exclusive tracks.

  • Soundimage.org is not a bad site, but again, I need exclusive soundtracks that would be heard only in my games and nowhere else. The person you suggested asks a lot of extra money in order to make some seconds of exclusive soundtrack (from my description or example) and then a little more extra bucks to give me commercial rights to use it.

    See? That's the problem I'm talking about in this topic. Either it's a royalty free track that others can use in their projects (which is not good for your unique and serious projects) or it's hiring a composer that costs crazy amount of money, especially if you need more than one soundtrack.

    Anyway, thanks for trying to help!

  • Could you send me a link to that person's page at Fiverr, please? A few months ago I tried to find a good composer there but every one of them asked for an extra hundred or half to make an exclusive track...

  • What tracks do you advise to buy? My game is for selling, yes. And I don't have a problem about buying some royalty free music but my post is not about this. My post is about royalty free tracks which require spending money in order to have rights for using them. But again, other developers can do the same with those tracks and they also can have them in their own games. So I wanted to know how people even buy royalty free music when they know that others can buy it too for their own games? Hiring a composer for exclusive soundtracks requires a crazy amount of money and it's just not a way out for an indie developer.