dgibbons82's Forum Posts

  • I'm having a bit of a difficult time figuring out something that I thought would be pretty easy. I have two webm files that are used as background music. On the start of layout, I have an event for Audio -> Play "music_sample_1". Below that, I preload the next track, let's call it "music_sample_2".

    Then, when a global variable = 1, I fade out "music_sample_1". It works great, fades out, and has stopped. I have an event for "On music_sample_1 fade ended" -> play "music_sample_2".

    However, it never plays. I've tried loading, unloading and then reloading. I have also moved the files into the sounds folder based on other feedback. I've made sure the volume is set back to the default of 0 db. However, I just can't seem to get this track to play after the previous has faded out.

    Any advice for getting one track to play after the previous track fades out?

  • Thanks! This is what I was hoping to confirm! You have the scenarios correct.

  • Hopefully this is an easy question, but I was curious to see which scenario is better for performance. The objects are sprites.

    In scenario 1, I have 60 sprite objects, with 80 animation frames each, and each sprite object is used once and then the animation frame is set.

    In scenario 2, I have 1 sprite, 80 frames, but the same object is used 60 times. Each animation frame is set per sprite instance.

    I'm thinking that they draw the same either way, right? Meaning, it's still 60 objects being drawn. I just wasn't sure if it's more efficient to draw 1 object 60 times and set the animation frame, or have 60 objects drawn once and then the frame is set. I think the only performance benefit here is maybe not having to increase the file size for the 59 other sprites.

    Just curious to see what others think.

    Thanks!!

  • Thanks for the response!

    Is this different than rotating the image on the layout? Just for my own understanding, rotating the image in the image editor and rotating the image on the layout are actually two different things?

  • My CAPX is below in the google drive link. I'm trying to get the smiley face (spr_enemy) to rotate properly towards the ball. Meaning, I want the face to always look at the ball. It seems like it is set to some 90 degree angle as if the turret gun is pointed slightly at an odd angle.

    I'm semi-new to Construct (I had Construct 2 a while ago and made a game on the app store but have forgotten a good amount of what I learned, unfortunately). If someone could give me some pointers in properly setting the angle then I'd appreciate it! I set my image point in multiple spots on the smiley face, but can't seem to get it to point correctly.

    https://drive.google.com/open?id=1qdLv-7h3jL5uafguANHtyJ-SIHauP7D1

  • i have an advice for you , i have been u sing C2 for a long time and i have tried manything , the best solution is Outer scale , the best resolution for mobile platforms is 480x854 and with applying the Outer scale it will fit almost devices perfectly , if you don't want the white space in sides , use the anchor behavior for the objects that doesn't need to be at an exact position for example the HUD the background ... the Menu they can all have the anchore behavior , and for object you will position with event sheet use the viewport expressions , this will perfectly fit your game on almost devices.

    Thanks for the tips I found this video very helpful as well. It has worked beautifully for our game.

    EDIT: I need more rep. Oh well. Go to You Tube and search for: "Construct 2, multiple screen sizes". You'll find a great tutorial as the first link.

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  • > hello there. i cant build app. yesterday it worked fine. but now any project is failing to build. when im clicking "build app now", its just give me "building", then from 5-10 mins it says "the building failed". im doing exactly like in "How to export to Android with Crosswalk" tutorial.... i think.... what could be wrong?

    >

    Shuher

    Me too, i cant build app. is failing to build. ?

    Slice : It's a server problem. IntelRobert will most likely post an update when it is resolved.

  • Yesterday I built a project fine in CW today I'm getting "An error occurred while building the application. Verify your build assets are correct and try again." while trying to build the same project. I have no special characters in the game name, package, or assets, not sure what is causing this, is this possibly server side?

    I'm getting the same error since last night. I'm not an Intel XDK expert, but just wanted to let you know that I'm experiencing the same thing and all of my assets look good, too. I'm at work today but I'll try to build again this evening in case there's something wrong with the servers.

    EDIT: I'm seeing similar behavior as described above. My build would fail at first, but it would give me a log. I was able to verify that all of my fields were completed in the screen where we set the app name and description. I added my icons and splash screen PNG's. I completed the entries for Android and Crosswalk tabs. I setup the appropriate plug-in's. I even tried installing with all plug-ins active (just to see if it would work). The only field that is empty is the app permission field, but I believe a file is automatically created with the new Intel XDK.

    Now, I click Build and the spinning build icon rotates for about 10 - 15 minutes and then it will give the generic error to verify my build assets. My next step is to use a C2 demo project and see if that works at all. I'm on Windows 7 64-bit. I can't remember the exact Intel version I installed on my PC. I want to say it is 1332, but I'm not in front of my PC at the moment.

    EDIT: IntelRobert Thank you! I'll wait until the server issue is resolved.

  • Hi Codah. I saw your example. Not bad for a quick demo. I'll tinker with it later and maybe post an example just in case it helps give anyone else some ideas.

    Thanks.

  • I can't think of a good way to present possible options and outcomes like a branching storyline.

  • That's pretty close to what I'm referring to. Maybe not quite so many possible options, but you're on the right path.

  • Ah, I can post URL's. Oh well.

  • A text based RPG is basically events driven by text and imagination. Instead of controlling a character you read text and select a response.

    I found this game example but it's a review fr the New Yorker. May be helpful: I may look into other software for such a game. I'm thinking we could do it by having a few text objects:

    Text for Story (Where story takes place)

    Three text options for possible responses (what player does in a situation)

    It would be mainly event driven but have a bunch of set text events. Probably a horrible way to do it, but certainly makes it possible.

  • I'm just curious if anyone tried creating a text-based RPG in Construct2. If so, do you have any tips?

  • Let's suppose you have a game similar to what is shown in the Flappy Birds demo. In the demo, the window size is 400 x 500. The game and the layout look appropriate when using Letterbox scaling, but Cocoon JS doesn't let you wrap with letterbox scaling. Scale outer mode looks OK in browser, but doesn't fit on a phone display. I tested on a Galaxy S5, and the scale outer mode appears to show a lot of space above and below the window size. However, if I adjust the window size to 1080 x 1920, then the game looks good on the S5.

    The problem that I'm running into is that the memory usage greatly increases with the size of the window. A window size of 400 x 500 doesn't use much RAM. But increasing the size can make it unplayable on some devices.

    I've read the tutorial for designing for a certain aspect ratio such as 4:3 or 16:9. I can use a 16:9 resolution as the window size, but any sizes lower than 1080 x 1920 will result in obstacles outside of the layout appearing on-screen.

    Is there an ideal workaround to make up for the fact that CocoonJS doesn't support letterbox scaling? I used black letterbox images on the top, bottom, and right side.

    Also, is there an ideal RAM usage amount? I know that you want to get it as low as possible. I built a game with 54.7 MB RAM usage and the game played great on devices with 2 GB RAM, but lagged on devices with 1 GB RAM.

    Any suggestions for either question would be very helpful. Thanks in advance for taking the time to read and respond.