C-7's Forum Posts

  • Brand new trailer for Courier! It shows a ton of stuff, so be sure to check it out!

  • I use the browser object to log a message in the console for events I want to fire. It's a really quick way to do this and you can just pull up the console in chrome to see it.

  • It's looking great! Really nice mechanics!

  • The .m4a is the problem. m4a only works in Edge and Safari. Ogg works in Chrome/chromium and Firefox I believe.

    When you import sounds into C2, import them as WAV files and it will automatically convert everything to both formats. They must both exist for cross-platform support. Now if you're packaging as an .exe through nw.jw, you only need the ogg files.

  • Even though it's going to be a non-issue eventually, just play a silent positioned sound at the beginning of the game to make the jank hidden.

  • I noticed that every layer has properties rendered in the debug console.

    Does these properties requires alot to calculate and would having lots of them slow down my game?

    I use a lot of layers and it hasn't been a problem. Remember that debug is always slower than actually running the game--not all of that stuff you see in there is displayed constantly at runtime. I don't think I've gone past 30 layers, but the layers are just containers of objects. Nothing more. They're functionally identical to putting all of the objects on the same layer and possibly multiplying movement and positions to account for parallax values. Effects and Force Own Texture layers are the only instance where that's different because then that layer is rendered by itself and then placed with the other layers.

    So just try it out, run tests, and change things if it doesn't work.

  • Overdraw is the only real possibility and that's only with a lot of 'force own texture' layers or effects. That's more of a mobile problem, though. You shouldn't really have any problems on PC.

  • I absolutely am hoping to and looking forward to putting Courier on Xbox One. I really look to it as a single-player experience, so things like achievements and cloud saves are really what I'd look forward to to make it more streamlined.

    Scirra Team. I think you must be share a capture of main screen of C3 or something like that. We are waiting since a long time, and i think for respect customers or your comunity, it´s time show something. I understand you and you don´t show a lot of for buildbox, spark etc. but I think you can choose yours captures, editing them and put something for ours eyes without it´s dangerous for your develop engine. thanks

    I disagree. I see no benefit to them showing it before it's ready. It helps competition no matter how much is shown. And do you really think it would satiate anybody? The only thing a screenshot would do is cause more people to bother them nonstop, complain about whatever, or potentially hurt sales of the more-than-capable C2.

    Let's see it when it's ready and close to release so we can judge it purely on its own merits and not rampant speculation.

  • yep make sure your object count is below 1000.

    there is a lot of methods to help you with that including tilemaps.

    I learn that the hard way.

    if making animations is giving you trouble, you might as well abuse Bastard Bond tactics of simply using no animations and only tween/litetweens of the sprites.

    Perhaps 1,000 actively-sorted objects at a time is what was meant. If you're aiming for Steam, you can go much higher (10x that) if they're not all actively doing stuff. So non-moving scenery stuff, for instance.

  • When sorting, only sort what's on-screen. Also try to keep stuff that is permanently under the player or permanently above on their own layers--it will make mapping much easier. Remember that things like houses don't need to be one giant object if you don't want. So long as your object count isn't out of control, you can get a lot of flexibility and control out of splitting things up. Oh just, animations might take forever to make because of all the angles.

  • It cannot be done. Sadly, this is a costly lesson in backups for you. I learned that lesson years ago too.

  • I am having problems using character maps that set something to hidden. The expected sprite hides in Spriter just fine, but is visible in C2. I never tested this in earlier version of the plugin. Is this expected?

    Thanks!

    I can confirm this happens. I had a bunch of male NPCs with skirts on

    Instead of setting something to hidden, I just set all of them to a blank sprite. So it probably still needs fixed, but in the meantime, a blank sprite works.

  • iOS doesn't support ogg files. Import wav files into C2 and it will dual-encode to ogg and m4a. The m4a files need to be available for iOS and Edge/Internet Explorer. Ogg files are for Chrome/NWJS and Firefox.

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  • > Hey lucid thanks for the update! It seems to work great aside from one thing: character maps. I've used them plenty of times before, but I can't seem to get any character maps to appear in C2. It always just shows the default. I've e-mailed you a minimal C2 example showing it so you don't have to, but choosing to append a character map does nothing with the new rendering method.

    >

    hey I took a look at your capx. The issue is that the file hasn't been loaded yet at start of layout, so it doesn't yet have the character maps to append. If you change 'Start of Layout' to scml - 'On Initialized' it works as expected.

    Oh duh! I should have thought of that! Thanks a ton.