Epox's Forum Posts

  • Thnaks simwhi! I'm a real beginner in game dev, so the target must be reasonable... :) Make it simple, and easy to use even by yound children.

  • Great game logic and experience Geo. To give some ideas I can go trought the design elements:

    yellow mission text: good usability, readable on any bg. Maybe soe trick to make it fit better to the design?

    table grey bg: you may use some terrian bg.

    Altrought the game is very good, the movies are placed in good "rhytm" and the tutorial is supeb!

  • Thank You for Your kind feedback GenkiGenga! You are right about the bg music, we will look for something non so banal, but famous enough to let children sing.

    The custom match sound are in my TODO list already, but I've increased the priority, cause this may give a little more interest for children.

    I have also a bug in my list... there is a random like, but really not random bug when after a match one of the doors do not destroy.

    It's wonderful to get feedback and ideas from people who's doing this business much longer, and have much more xp. in it. C2 community is the king. :)

  • Hello,

    This is my very first game based on the Memory game tutorial. We plan to target 2-8 years old children in combination with story books, games, colorings. We plan to publish in web and Android.

    Who's knocking the door - Memory game

    Thanks in advance for all Your feedback and ideas!

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  • I can imagine an audio optimisation tool in C2, to let the common C2 users do it themselves the testing of the different combinations of: sample rate/number of bits/number of channels/encoding bitrate values.

    I have some experiance about the digital file formats, cause I'm originally a sound engineer...:)

    This tool is unavoidable cause of the very different properties of each SFX or music.

    An example:

    Rumble SFX with a very low tone: the initial wav file have a 44,1Khz sample rate, 16 bit, PCM - not compressed.

    • The 44,1Khz means that the maximal frequency of the sound could be 22,05Khz what is not hearable for most people above 20 years. If You change the sample rate to 22,05KHz, the change in sound quality may not be hearable, but You have a sound file, what is half in size.
    • If You make the bit depth to 8 from 16, cause of the low tone, that makes relatively large waveforms, You may also cant notice any difference, but again have half file size.
    • For a very low tone, You ears can not detect direction information, so You can switch to mono from stereo mode. It's also a half in size.

    I did not done any tests with ogg/aac encoding, but the original wave file size could be reduced to 1/8 in the exapmle above. It can not be an averange, but about 40-60% reduce in sound file sizes may not be unreal, so its even a very good point of size optimisation.

    I would like to recommend a tool in C2 that have prelisten mode with A/B testing: play, and in playtime switch to original and optimized.

    By this, any C2 users could be able to deside what is the optimal sound quality/size ratio for their game. It may be apply only on exporting, so we can keep the original files in project, and do not need to reimport when want to set a better quality.

    I have ideas about a basic FFT graph to help users to decide to cut sample rate, but this is not a must-have...

    I can offer to make a tutorial about this feature with sample sounds, basic optimisation tips and I can perform the encoding tests too.

  • This is exactly the function I'm looking for. Hope, that R0j0hound will incude it in R5.