C-7's Forum Posts

  • C-7 Thanks again. Which arms? and what needs improvement the effect or the sprites?

    The robot arms just could look way more impressive with a little more work.

  • The breaking effect looks pretty good to me.if you got really fancy, you could show some light go up the tube really quickly like it is bowing just before breaking, but it looks fine and ran fine on my phone. Now you should work on improving those arms!

  • You will need to forgo the particle object in C2 and run it with events. Every 0.08 seconds, create sprite at x,y. Then tell your sprites how to move, rotate, scale, and fade out (and destroy). It'll the one or two extra events, but then you'll get the control you're looking for.

  • It'd love to check it out, but not until it it's re-hosted somewhere without malware.

  • C-7 As someone with no artisitc ability, I'm kind of awe'd by a lot of the artists here. Those god rays shining down from the clouds push me down memory lane pretty hard. It just looks all so smooth and polished! I find it very impressive (I'm almost jealous) that C2 gives artists such an amazing vehicle to bring their work to live.

    Here is a screenshot of mine. I've been pretty much buying 100% of my graphics and modifying them to fit.

    It's not even a fraction as mature as your game. Can I ask how long its been in development?

    About a year and a half I'd say. Definitely with periods of less development (moved, had a second kid, etc).

  • > I spent some good time updating the waves in Courier along the beaches. They look worlds better--particularly in motion!

    > Click for full size

    >

    This looks pretty amazing, your graphics remind me of something like secret of mana only more modern. You can have my steam greenlight vote for sure

    Thanks a ton! I don't get so many comments around here these days, so it's nice to hear!

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  • Thanks. Well yes I've had a ton of issues with sync throughout development, though I like to think I've sorted out the biggest offenders by now. The biggest problem is actually ajax requests being very unstable to load in over prolonged preview sessions. So I've lost hours of load time on simply refreshing the preview to quality check certain aspects of the development.

    There's two tricks I mostly resort to to ensure sync. The first is making sure every element in the game that's rythm based is using behaviours that doesn't get affected by the framerate. For instance the arrows prompts are bullets (though I've moved over to code my own behaviours on other aspects like the purple sonar).

    The second and most important one is having a timer that keeps track of how long the track has progressed. Whenever there's a lagspike the action stops but the sound continues, making for a devestating off sync. However I set up an event tracking the delta time. If it reached ridicilously low levels the audio will seek back to the last tracked value. It works surprisingly well, though I'm not 100 % satisfied with it.

    When I was trying different methods for interactive music in the past, I tried a timer but knew that it was definitely possible for the timer itself to de-sync from the audio. I found using the audio file's playback position to be far more reliable. I didn't even realize it was reference-able for a while. But regardless, Klang is one of my most-anticipated C2 games!

  • I would combine a sprite animation with spawning a bunch of broken pieces that all fall and move around. Add steam/smoke coming out, screen shake, possibly blur if you're targeting desktops.

  • It hasn't changed, but to help it be visualized a little more, Colludium I modified your capx to hopefully show more clearly how 0-parallax layers work. It's relative to the editor's viewport, which may be independent of the game's viewport. Remember, object placement is based off of that layer's 0,0 coordinate (top-left), which may appear differently with different parallax settings.

    I just quickly placed your sprites around to show the corners of the viewport and then filled the middle to make it clearer. Then, switching between parallax in editor yes/no will show how it's all relative.

  • LittleStain is correct. If you're not sure how to do that, set "Is Overlapping" then right-click on the event to invert it (to "is not"). This event would check continuously, so you may want to also add "Trigger Once" from the system events.

  • I spent some good time updating the waves in Courier along the beaches. They look worlds better--particularly in motion!

    Click for full size

  • A little, but what I lost in immersion and "magic", I've simultaneously gained in respect and understanding.

  • Phonegap, though it gives best results on ios 8

  • That's really impressive! My computer is relatively new, so my 60fps/15% isn't as useful, but very neat work!

  • That looks even better than I thought it would, Tinimations! Great stuff