C-7's Forum Posts

  • Wooow! This is really amazing...so many different effects and landscapes! Great job!

    Thanks! I look forward to showing off more soon too

  • Something like this generally is best done with 3 layers. One layer for things always over the player, one for things always under, and one for objects that can change (adjust their z order based on y position).

  • Seriously impressive visuals here.

    Thank you! The game's taken a lot of work!

  • The new trailer is up! Check it out now!

  • Great news! I have a new gameplay trailer for Courier out today! Check it out!

  • The only difference I've noticed is the first time a positioned sound is played, any game will hang for just a moment. After that, no troubles or anything, but the first one will cause a brief pause (or it has for multiple games for me). I just play a silent sound once at the start of the game before anything is visible to account for this.

  • Currently busy with Atmosphere Loops and SFX for Wrangler 's Dungeon Buster

    picture

    Ahh FL Studio. It brings back memories! The game is looking great, though.

  • I haven't tried to use a camera, but I assume one camera is at index 0 and the other is index 1.

  • "Zero based" means that 0 is the starting number instead of 1. In most computer-related stuff, you start counting with 0 (it doesn't mean "nothing", it is simply the first available number). So 0, 1, 2, 3, 4, 5 instead of 1, 2, 3, 4, 5, 6.

  • You can still use "Load image from URL" locally. Leave out the address and it will point to the Files folder from your game by default. Are you trying to load an image from elsewhere on your the hdd?

  • Is your afterburner object a sprite? If so, just do something like

    -->Is mouse down, afterburner opacity<100-------set opacity to Self.Opacity+300*dt

    -->Else, afterburner opacity >0-------set opacity to Self.Opacity-300*dt

    That will make it fade in and out where 300 is the speed. If your object is a particle object, just set the firing rate to something when the mouse is down and 0 when it isn't. I wouldn't recommend creating and destroying your afterburner object every time you click, though.

  • I get it when I undo moving an object too. It didn't used to do it, though.

  • There isn't a way to preload it like you're asking, but I have a fade in/out to black to hide and smooth out the transition.

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  • Firstly, that's just not how you would make a level. At the very least you need to split it into smaller chunks and combine them. A 12,000 pixel background is going to cause you all kinds of problems on many devices and later in development. You could then use collision polygons and the solid behavior on each section. Otherwise, invisible sprites with the solid behavior overlapped over the background.

  • If your game is as tiny as you say it is, that sounds absurd. There is a definite overhead with nw.js, but you've got to have a bunch of audio or large files in there somewhere. That said, the 64 bit versions are always larger than their 32 bit counterparts. The 64 bit Windows version of my game is 15MB larger than the 32 bit version. But even still, I have TONS of images and files in my game and it still exports somewhere around 120 MB. I've put a lot of effort into being efficient, but it's no small game.