C-7's Forum Posts

  • why when using "pixel rounding on" my spriter animations during runtime, freak out and act weird?

    Because the Spriter animations use sub-pixel movement and scaling. Pixel rounding forces things to exact pixels so the two are competing for where to place your objects.

  • You need to give the regular background music a tag. If it sees Resume " " I think that means Resume Everything instead of resume a particular track. You need to tell it what to resume.

  • CrudeMik that looks fantastic!

    Here's some footage of Courier:

    Courier Preview

  • I've taken a pass through the game and improved the lighting at night to make it more interesting. Neat stuff, I think!

  • If you're talking about mobile, basically anything impacts performance. The fill rate is so low that things like that may well get in the way. If you mean for desktops, I wouldn't worry about it. I typically have between 15 and 20 layers for most of the maps in my game and it doesn't really impact performance negatively. It also vastly improves my workflow, but that's another thing.

  • If you just want volume, set the volume to some multiple of the distance every tick (like 0.2*distance), but I assume you would want panning, too. In the audio section don't just play sound but choose the "play sound at position" option. Then you can set the epicenter, the rolloff, everything. It will also pan left/right relative to whatever you set. I typically do just the center of the screen, but you can do it relative to your player, for instance, if you want.

  • Yes, this is quite simple. Whenever you would trigger to go to the next layout, delay it a bit. Have a variable as something like "fadeoutmusic" and then set it to 1 when you would end the layout. This is also a good time to fade in an all-black tiled background over top of the layout to have it fade to black, but that's for another day.

    -If fadeoutmusic = 1, set audio volume to Audio.Volume("yourmusictag")-200*dt

    -Compare 2 variables

    ------if Audio.Volume("yourmusictag") < or = 0, Go to layout, trigger once

  • Just a brief shot showing what it looks like just before you a jump--a targeting cone fades in and points toward your mouse when you hold down the right mouse button. When you let go, the player hops in that direction a short distance quickly. This mechanic is used for simple terrain traversal like in the screenshot and for dodging obstacles.

    <img src="http://www.couriergame.com/screens/rockhop.jpg" border="0" />

  • C-7 Or you could capture some Gifs right now with LICEcap!

    Haha I definitely might tomorrow. Performance was just too low for regular vide capture. The new rig should have no trouble.

  • C-7

    I'm really loving the level of detail you're putting into the game!

    Do you have any video of the game yet? I'd love to see how everything works together.

    I had some old footage a while back, but my computer was wholly inadequate for any significant video capture. I finally have a new rig, but then it turned freezing and that room of the house only has a space heater. Things are evening out, so I should be making some footage pretty soon to share.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • He is telling you don't set the scale on collision. On collision set a variable and then when that variable matches whatever you get it to, set layoutscale to lerp(layoutscale, 0.8, 3*dt) to have it smoothly move between the current layout scale and 0.8 scale.

  • Make a new empty folder somewhere. When you export as HTML, choose embed style and choose the folder you just made. Once it is done, everything in that folder needs to be included (c2runtime, media folders, offline.appcache, index.html, etc.). So don't pick and choose files out of there, send 'em all.

  • There are two types of events in C2... Continuous events (they run every tick), and Triggered events (one-off after conditions are met). Your event has no extra conditions telling it to only trigger once or happen once certain conditions are met so it happens ten times per tick(!) or 600 times per second in most cases. So shinkan's example will work if you only want the troop to happen a single time on the layout--ie, it tells it to do it once (10 loops once) at the start of the layout.

  • Just a quick update showing water splashes:

    <img src="http://www.couriergame.com/screens/splashing.jpg" border="0" />

  • That looks really cool, glazba

    I added splashing effects in shallow water in Courier:

    <img src="http://www.couriergame.com/screens/splashing.jpg" border="0" />