donboody's Forum Posts

  • 10 posts
  • So, I've had this issue with a few different games I've made.

    Whenever I play a sound effect over the background music, it seems to lower the level of the music for the duration that the sound effect is playing. Like if I'm shooting a gun, the background music is quieter while the bullet noise is playing but it returns to normal volume once the bullet noise is over. I've found this happening whether I've imported the track as a sound or music.

    Any thoughts? It's not a huge deal, but it's noticeable and I'd rather it weren't occurring.

    Thanks

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • This is a question that I'm sure we've all come to at one time or another, whether it's about game development or making a comic book or playing in a band, or any kind of creative pursuit that isn't your day job and takes away from what can be described as "free time."

    My answer always depended on how much fun I was having. I started with the free C2 license back in Q4 2012 and thanks to the amount of resources available here and on YouTube, I found out 2 things:

    1) It was a lot easier than I thought to make a video game.

    2) I wanted to take these skills I had learned and make the best video game I thought I could make.

    In order to accomplish #2, I decided I needed to drop the $130 on a C2 license. I haven't made any wildly popular games, but I have a lot of fun making them and I like working on a canvas that I know is as limitless as my skill set.

    I guess the answer for you here kind of depends on whether or not the success of what you're making impacts the value of the time/money you put in. Not an unfair question to ask. So I guess the equation looks like this:

    $$ for C2 license + time invested to learn the engine + gaining new skills + lots of fun + commercial success = Worthwile

    vs

    $$ for C2 license + time invested to learn the engine + gaining new skills + lots of fun - commercial success = Waste of time

    Mileage varies on the time it'll take you to learn and the amount of fun you'll have. But it seems like the deciding factor in this case is the commercial success. Which I don't think is an inherently bad thing to want. Like others said, you'll just have to spend some time really pumping the game up and getting the name out there, and that's work you'd have to do regardless of the amount of $$ for the license or the time invested to learn and build the game. Probably as much/more time will be spent marketing as the time you spent building the game if you're a one-person show.

    I'd say if you have the free version and you know you've done all you can with it (which is a lot) and you still aren't sold, then going premium probably won't suddenly change your mind and suddenly make it all feel worthwhile.

  • Hi,

    I'm using

    On Start of Layout -> NwJS Plugin -> Set Window Title to "My Super Sick Game"

    But all I'm getting for the window title is the Project Title I've inserted into Project Settings. Getting the same result whether I'm previewing in Browser or nwJS. I updated to the latest nwJS like 2 days ago.

    Any thoughts?

  • Are you trying to get the controller to receive feedback from the game? Like, are you looking for the stick to become physically limited in how far it can be pushed when your player is up against a wall?

    or are you looking for something similar to a rumble pack?

  • Sorry. I am a retard who hasn't slept much either. Fixed it.

    Congrats on fixing it. For reference, how did you solve the problem?

  • I'm having similar issue.

    Ejecta just gives a black screen on preview.

    Make sure you've got webGL turned off before you export to ejecta. I ran into this issue a couple weeks ago and that fixed it for me.

    Good luck!

  • Great. Thank you!

  • Hiya,

    Do I need to use a node-webkit behavior in order to export to node-webkit successfully?

    I exported to node-webkit the other day. Everything worked great on windows, but the Mac option wouldn't open. Granted, I was trying to open it on a windows machine. Could that be the problem?

    Two separate questions here:

    -Do I need a node-webkit behavior to export successfully using node-webkit?

    -Do I need to have a mac machine in order to test the mac version? (assuming the answer to this is yes, but trying to consolidate questions.)

    Thanks

  • Thanks for the help, this is exactly what I was looking for.

  • Hi,

    Let's say I've got a character on-screen, and he's tired. If he falls asleep, I lose the game. So I place a meter on one side of the screen that says "Awake-meter," and it begins fully charged at start of layout. Once "play" begins, I want the meter to constantly try to whittle itself away to an "empty" state. I'll lose if the meter is empty, so I arrange my game so that rapidly tapping the K and M keys puts a little "juice" back into the meter. If I'm not tapping the keys, the meter keeps going down. If I am tapping the keys, I can keep the meter up.

    I don't know how to do that, and any advice would be appreciated. Thanks a lot!

  • 10 posts