C-7's Forum Posts

  • Congrats, Beaverlicious! I'm glad someone's had success already!

  • I'll be the sole dissenting opinion and say I prefer the design of B. A is my second choice, I don't like C at all.

  • If I may butt in, I can give a great scenario where unloading sounds would be useful. In the case of my game (and maybe some other users down the road), I place my music files in the Sounds folder because, to my knowledge, only one Music track can be played at a time and streaming isn't exactly instant. Just close. For most users, this is sufficient, but I currently preload necessary music parts when entering a new section of my game and the soundtrack changes dynamically based on player location, game state, and other input. This is done by layering, sequencing, and swapping audio files on-the-fly. Streaming it all wouldn't be accurate enough--the next segment needs to be loaded into memory in advance so it can start truly in an instant. And I don't think they could overlap from the Music folder, anyways. It hasn't been an issue yet for my game, but I can see someone taking a stroll throughout the entire world in a single play session and getting everything loaded to memory and, for lower-end users, getting performance issues. For most users, unloading audio isn't necessary, but I do think it is a command that can definitely help in specialized cases.

  • C-7 amazing looking game! Will definitely up vote that! How many games have you made before?

    Sorry I didn't see this sooner! 2 smaller finished games, 2 larger unfinished games (one a result of hard drive failure when I was younger, one a result of funding issues and limitations of Construct Classic).

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I don't like posting links to the manual, but the Dictionary object would do precisely what you are looking for. You'd use something like Dictionary>Add "shield" and set it to 50 or whatever. Then you can reference that value at any time Dictionary.Get("shield") instead of your global variable call.

    The manual: https://www.scirra.com/manual/140/dictionary

  • Absolutely possible. You can store the data in either an Array or a Dictionary object (I prefer Arrays so I can just reference a spreadsheet of my own). You would store the bass stat for each as 0,1 0,2 0,3 and so on. Then the upgrade number in 1,1 1,2 1,3 etc. Then I would set the "result" in 2,1 as Array.At(0,1)+Array.At(1,1) so then you can reference all three numbers in your UI to make things even clearer for your users.

  • It depends on what you're trying to accomplish, but if you mean something like interactive/adaptive audio, C2 already handles this pretty simply. My games have interactive music that changes based on player input or game conditions, and I just run it all off a variable timer and some simple events. You can also apply DSP effects if you want, though it isn't necessary for my games for music. I don't know how effective the analyzer is in C2, but as far as cues, crossfades, swaps, interuptions, flourishes and all that, you can do that with C2's events as they are now with no extra libraries.

  • Right, what Jayjay said. I have a family and a job. Any time I work on something is a deduction from either of those, so it really needs to be advancing towards a goal. So, logically speaking, if you can replace your job with your hobby of making games, you've now combined those two areas and made a much better use of your time.

  • That looks nice, SKuirely ! Nice colors!

    Hey, great to have someone else! Most of this stuff is under your NDA as part of the program (technical information is as well as procedures, I believe). But your e-mail should have directed you to Nintendo's developer site. There is a handy forum there where all of this can be discussed without fear. We have some informative stuff on there that will help you get started. Unfortunately, though, we can't really discuss much/anything on Scirra's forum.

  • Thanks for the heads up!

  • You haven't provided many details, so I'll guess my best. As far as side-scrolling, simply place objects on a layer and restrict movement to horizontal. Possibly consider the platformer behavior if jumping is appropriate. For the turn-based part, you basically just need a way to keep track of what state the game is in and then instructions for what to do during each state. This can be done with a variable, but you may want to use the Dictionary or Array object to store more data and possibly use it to decide the state of the game. My guess is you may have overall modes, too (ie running and exploring and then it shifts to battles). You'll want to include the events for each mode in a group on your event sheet and enable/disable them when you switch.

    Possibly give us some more details so we can fill you in. If this is your first game, you may want to try something simpler or a prototype of a few aspects of your game so you can get some good design practices under your belt and familiarize yourself with C2's editor.

  • Yep, same for me. Surely they've noticed

  • I've been decently surprised and happy with performance on Wii U from C2--it's totally a neat platform. I do dread making the manual after reading about AnD4D 's manual experience, but developing for the system is quite neat.

  • Clay.io's plugin works well and handles all this, though you do give up a percentage to them (as with most services)