C-7's Forum Posts

  • You just need to add a condition to your event.

    On start of layout

    If audio tag "whatever" is not playing (done by right-click inverting "is playing")

    ----------------Play audio

  • This is a limitation of audio streaming. Only one track from the music folder can be played at a time because it streams from the server. Place your music files into the sounds folder and you play multiples. But this means you need to change things a little. You will need to preload these audio files or there will likely be a delay before they play as they must be fully downloaded before they'll play.

    Also, when doing layering audio, you're going to want to use the "seek to" action at times to make sure the audio is lined up. You can seek the audio to the playback position of another file, which I believe is documented in the manual.

  • Wrangler

    That's looking great! Your resources are looking really nice and fit well together.

  • C-7 Everyone with a license wants that but to remain fair you will be limited with the free edition limitations so no one have benefits more than others.

    Cheers,

    Hadzy Hayman

    Oh, I know <img src="smileys/smiley17.gif" border="0" align="middle" /> But still always going to want more.

  • Start: Monthly

    Completion: 1 week

    Theme: Nothing longer than like 2 words. Preferably gameplay oriented, but switching it up some months is fine, too. A theme that could tie into gameplay or non-gameplay elements would be neat, too.

    I wish I could use more than 4 layers, though :-P Really, I'd love more than 100 events, but that one is fine to keep things simpler.

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  • I agree with a ton of it! I would suggest a more comprehensive FAQ thread or something, but maybe those specific people wouldn't actually check it anyways. I know that once I got trigger and continuous events figure out, things turned easy as heck with C2 (and CC) and solved most of my issues. Ie, events that trigger once when conditions are met VS events that run continuously while conditions are true.

  • Don't go nuts with it, but it could draw in a little bit of a wider audience--not everyone likes the same things. It could also increase replayability and potentially the social aspect of people sharing secrets (which translates to more plays). Don't let it interrupt the flow of gameplay, but there's nothing wrong with rewarding players that put just a little more into their play experience.

  • I just give them an instance variable (I call it "which") and then assign them a number myself (1, 2, etc.). Then I just say

    If door.which =1

    Then do whatever you want.

  • Compress your audio smaller and get rid of your wav files. As far as I can tell, you don't need the wav files for anything. Keep the m4a and ogg's, though.

  • I really hate to say it, but paper works great for me   <img src="smileys/smiley26.gif" border="0" align="middle" />

  • Oh, look! A cave!

    <img src="http://www.adamprack.com/couriermedia/cave.jpg" border="0" />

  • Now for something darker:

    <img src="http://www.adamprack.com/couriermedia/cave.jpg" border="0" />

  • > You may want to learn to just skip it all together and just do it yourself so you can have more freedom. You can do it a number of ways--one of the easiest being make a private variable on the object you want to fade.

    >

    > If Object.Variable = 1    ----> set opacity to Object.Opacity+200*dt

    > and Object.Opacity < 100

    >

    > (you can change the 200 to whatever you want).

    >

    > Then to fade out just set the variable to 0 and do:

    >

    > If Object.Variable = 0    ----> set opacity to Object.Opacity-200*dt

    > and Object.Opacity > 0

    >

    > So I do like the two Tween plugins, but for simple fades just do it that way and save yourself the overhead. A single event for either direction takes care of everything.Excellent!

    * Steals code and runs *

    C-7 is this better than the included Fade behavior??

    No clue, but it's super easy and you can use the same code for pretty much anything and make it framerate independent. Ie use Object.X instead to move. Your next step is to do similar stuff with lerp to make it look even better. <img src="smileys/smiley17.gif" border="0" align="middle" />

  • A note on music:

    Some people may have noticed that Courier's music transitions seamlessly between indoor/outdoor as well as around in the village area and out into the forest. Most of the music, where appropriate, will be following this pattern so everything feels more connected. It's a fun effect and I definitely recommend it to anyone making a little bit bigger game to increase immersion.

    You may have seen it, but I wanted to share my example for how to do that in this thread so people could see how to do it. The example switches between six different audio versions and, intentionally, works with different instrumentations to make the change more noticeable for everyone. You can see how I do it and make it work on browser's that don't support the web audio api here: http://www.scirra.com/forum/adaptive-music-seamless-transitions_topic75472.html

  • #3 for sure. I've always missed that from working with other engines and it's a small pain working around it.