Emperor Ing's Forum Posts

  • Wow.... that's really impressive.

    Well done, Draven! Awesome that everything has worked so fortuitously for you!

  • I know that when I finish my mediocre game I am whoring it out on every single website I frequent.

    Scirra.com, you've been warned!

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  • Why the hell do we need to make a separate category for what only amounts to mediocre platformers and puzzle games, when the games that are REALLY art, like, say,

    Tetris, Super Mario World, Super Metroid, Battle Garrega, Deus Ex, Link's Awakening, G-Darius, RayForce, Street Fighter 2, Super Mario Kart, King's Quest, Space Quest, Shinobi III, R-Type, Jet Set Radio, Goldeneye...

    In short, I've always wondered a little bit why, if we're going to call games art, just not list the best fucking games we've ever made, instead of these really short and often not-very-fun platformers and screensavers.

  • Free music programs?

    One I can think up of is PXTone, the program Pixel made to make the music for Cave Story.

    http://buzinkai.net/PXTone/tutorial/

    http://www.tigsource.com/2010/12/26/gry ... ne-manual/

    The demo of Fruity Loops Studio is free and fully-functional, minus a save feature.

    So you can do anything you want with it, you just have to finish the song in one go, or just... not exit the program till you're done.

    Likewise, REAPER has a free, infinitely-renewable trial, but it's much harder to figure out. Basically, when the 30 days are over, uninstall REAPER (don't worry, all of your project files are still there), and just re-download it. And continue.

    For the making of 16bit Sega-Genesis music, I recommend the freeware tracker TFM Music Maker. The website is down right now, so you'll probably have to look elsewhere. If you never used a tracker before, it's hard to get in to, but once you learn the ins and outs of the system it's quite useful and powerful. Not very strong percussion (as everything is based off the YM25125 chip, and there is no sampling/PCM to speak of).

    In the same tone, the free tracker FamiTracker can accurately recreate the sound of the Famicom chip, including its extensions, VRC7 and N106!

    You can go even more old-school with the .MOD open-source MilkyTracker, which is more in line with the C64 sound (though this is only off of impressions, don't quote me on that!).

    That's about all I gots to offer. Should be a good enough place to start out.

  • Ah, thank you, that is exactly what I was looking for!

    Both methods work just dandy- after that it's a matter of preference, I suppose.

    Thank you both for the help. System expressions are some of the things i know least about in Construct, and more often than not, they contain the answers to my problems.

  • This is something I assume to be fairly simple:

    I would like to set up a counter on my HUD for my game that tells the player how far away, in X-coordinates, he or she is from the level-end checkpoint.

    So for example, if the player is 3000 pixels away from the checkpoint, the counter will say 3000. And if the player moves 20 pixels to the left, the counter will say 2980. And if the player moves 20 to the right, it will say 3020, and so on and so on.

    This particular level I'm making is going from right to left, so I don't know if that would change anything.

    The way I've tried to go about this is giving the checkpoint a variable "Distance", and setting it to Checkpoint.X - Player.X , and setting the HUD Text to that, but that only gives a static number, which confused me.

    I have a feeling that it has something to do with the System action Compare Values, but I am pretty unversed in actions regarding those.

  • Thanks, this is something that Construct really needed. I didn't notice that the fonts wouldn't work on a different computer until I made a test .EXE of one of my near-completed games and ran it on another computer...

    Thanks to you, I won't have to settle for the boring Small Fonts font if I want retro fontage.

    Great job, R0j0!

    EDIT:

    As for finding the true file-name of the font, I just right-click and go to properties, right?

    The font I want to load is called Atari Classic Chunky, and that's the file name.

    When i rightclick properties, it says at the top ATARCC_

    Does that mean I do AppPath + "ATARCC_.ttf" ??

    EDIT 2:

    NVM, I think I answered my own question after a little experimentation.

    EDIT 3:

    Ok I thought of a real question, bear with me.

    Now, in your example .cap, you nonetheless have the font in the .CAP directory file (where all the examples are kept), so I assume the .CAP gets the font from there.

    If I make a .cap with a font that computers wouldn't normally have, would I have to put it in with all the other files I put together (like the music) before I export to an .EXE? Or will the plugin carry over the font into other computers without me needing to put the .ttf file into it?

    I don't think the plugin would be that powerful, but I would like to make sure, just in case.

  • Marvelous, I just recently found construct 2, and I think it's coming out great *-*

    Do you have an estimate for releasing the complete one? I have some projects and I want to know if I should wait for construct 2 to be finished ^^

    Thank you very much for your hard work!

    C2 is definitely coming along faster than I anticipated, and it still has a long way to go.

    If you have small projects you just want to get going on, I'd recommend Construct Classic, and it will have the added bonus of preparing you for using C2.

    Anyhoo, this is a great addition (in fact, all of the recent builds have been really swell). You guys are really putting things together in a good way.

  • What tokinsom said, plus Minitroid!

    : D

  • Yeah, Davio, I grew up with the SNES sound, and for a long time I thought the Genesis soundchip was shit (which, for the most part, it was). However, it was awesome mixes by people like

    that made me take a second look at the cool unique nature of the FM chip.

    Also, thank you the rest for all of your supportive comments! It's nice to know that some folks enjoy some of my music!

    Anyhoo, speaking of the SNES, I made a new Super Nintendo track, for a sequel of a Construct game I haven't finished yet

    http://soundcloud.com/emperorcharlemagn ... eel-s2-the

    Soundcloud, because it's easier.

    Sound like a shmup level? No? Oh well, I was going for something along the lines of Tamayo Kawamoto, one of my favorite VGM composers (along with .YACK and OGR from Zuntata).

    But hey, said game is roughly 90% done (just need to do intro and credits graphics), so the Your Creations forum will be seeing that soon!

    Then I work on perfecting my fallen-to-the-wayside platformers.

  • What do you use to get an authentic NES palette?

    Because the game looks positively gorgeous.

    And fun, too!

  • Your Creations is kind of for your creations... with Scirra Construct, though.

    And yes, it definitely sounds cool, and learning a language like BASIC is (from what i hear) relatively easy, so I wish you all the luck with that. The atari has a really strong homebrew community (mainly because Atari realizes it's free publicity for their console), so there are lots of outlets for homebrew.

  • Lookin' pretty awesome, Ash; you guys are working at a great pace!

  • When do we get the ability to have sounds in our games?

    RojoHound made a sound plugin that you can use.

    While it's not ideal for music yet, it's definitely suitable for SFX.

  • Just remembered, you could check out my old game test Dojem -

    This was more about random formations and levels (among other things). Who knows, might help

    I can sure tell you like the salamander games from this one