C-7's Forum Posts

  • Also, the next content update will include a proper tutorial finally!

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

  • That looks pretty cool! It's a pretty neat effect.

  • Good luck with it all!

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Always. To my knowledge, it doesn't actually support the loop command. There are a couple ways around it, but the most elegant to me was to use a playback position as a trigger to play the track again (you have to alternate tags or it won't work) and place the audio in as a sound effect and not music--you can only have one music track playing at a time. If you're interested, I can detail it a little better later today. It requires a little change in how you would normally make music loops.

  • I totally would even make some if my computer could reasonably handle the recording and making at a decent framerate. Now that courier is out, I plan on making some text+image tutorials, but I agree that more video tuts would be cool to have.

  • I use Sonar as my DAW (difficult but with professional results--don't use it if you're starting out) and then a few East West libraries for sounds as well as recording some live instruments to combine them into the mix. I use a large variety of vsti instruments for synth stuff, too. And then round it out with a few effects processors. I actually use the same tools largely for sound effects, just with other recorded samples mixed in.

    You can hear a demo of some of my music in the link in my signature.

    Now if only games that use 3rd party plugins could be included...

  • I really support transparency with my game, so here are some stats for what I've been able to achieve so far. Thus far, I've only pushed the game on some forums, twitter, and facebook. Media sites are next, I just simply can't do all of it at once from the get-go (lack of hours in the day). But I've had some pretty decent results with even my limited marketing.

    As of Courier's 10th day out:

    -It has been visited 791 times by 527 unique players.

    -The average play time is 8.8 minutes

    -71.2% of players use Chrome, 14.9% use Firefox, 4.3% use Safari, and 3.3% use IE.

    -78.2% use Windows.

    -I've used 7.14 GB of bandwidth this month. Clearly, the appcache works or that would have been 23 GB.

    Also, the next content update includes a beach village!

    <img src="http://www.adamprack.com/materials/beach1.jpg" border="0" />

  • Here's a beach village I'm working on:

    <img src="http://www.adamprack.com/materials/beach1.jpg" border="0" />

  • good job dude.. obviously a huge undertaking...

    I like the gameplay a lot... music is great!

    Thank you very much! It's always nice to hear feedback and hear someone likes!

  • dinofun

    It looks to me like it's correct. It is just running through all of the positions faster than you can see. You need to set a timer to delay it going to each position (run the loop every x seconds instead).

  • I re-wrote the saving/loading system to make it more user-friendly. There are a few other tweaks here and there. The next content update will include a beach village! Be sure to get your game started!

  • Courier is up on the Chrome Store so you can install it straight to your browser! Be sure to tweet your high scores or post screenshots to facebook or twitter!

  • Thanks very much C-7, it's great that you've shared your code! Your solution is sound, but have a niggling worry about the amount of duplication you've got if you have similar code for each NPC. Although it's not much of a problem as long as you don't need to change it.

    theubie I'm glad you've told me about this solution, it's what I've had in my head actually. I'm very familiar with mySQL, so this wouldn't be a problem. It essentially makes C2 the frontend and store the logic elsewhere. A bit like a webpage actually.

    As a webdeveloper, this makes sense to me!

    It's a trade-off. I could do it as a function and save on the duplication, but it would make special circumstances more difficult. I like being able to list the conditions right there because there are plenty of instances where you would want things different. As far as where you store the actual text, it makes no real difference whether it's in a database on your server or in your C2 code. I would just as soon make it easier on yourself and include it in your C2 code--I would hate to have to adjust the message length to make it fit correctly each time in your database. I would definitely not worry about file-size if you are. Minified, my game is just over 2MB plus graphics (which brings it to around 30MB). If you're worried about speed, I would spend your time being efficient with your graphics.

  • I got a good amount of plays for day 1 and day 2 is looking even better! Today's average playtime is 16.8 minutes per player, so not bad!