firebelly's Forum Posts

  • Indeed, working on project as a folder does sound like the correct way to go with source control system and C2.

    This very week end I participated in a jam with several persons over the internet and it's true that a good system and work flow would have helped us greatly.

    A few years ago I've read the first chapters of subversion's documentation, but never went further more than installing and hardly toying with tortoise and never really setted up a server.

    If anybody can provide feedback or resources on how to configure that kind of setup for working on C2 projects I'd be grateful and willing to try it.

    Does github allows for "private" (as in non open-source and if possibly not publicly reachable) projects/accounts ?

    Do you know of any service that would ?

    And if paying services are the only solution what are the best in quality/price ratio in your experiences ?

    Thank you in advance.

    You can use GIT for free, locally. GitHub only allows free projects if they are OPEN. It costs $7 US for private repositories and a number of users. You aren't going to find a really good free one, because hosting is expensive, especially for source control because of all the diff changes you have to maintain forever, you don't grow linearly.

    The best way to do it, is to share a local GIT repo, then when you are ready and have 7$ a month, just post it to to GITHub.

    That said, I'm a huge fan of TFS (C# guy here) and that usually costs 10000-14000$ US because you have to use it with Visual Studio Ultimate (Plus MSDN). Now Microsoft allows for free versions too at tfs.visualstudio.com/en-us/pricing/information Using it with construct 2 would be interesting.

    I say git is the best solution. just keep the git window open and save often.

    Question: Does saying as a project as a folder vs single file have any impact on saving time or chance of corruption?

  • I could dig into it. I did ALM work for enterprises for a while. Mostly using TFS 2010 or Rational Clear tools. The concept is the same, but it might be more difficult given the single file nature of the beast.

  • I believe you need Mac OSX and Linux before to compile, i'm not sure how it works, there a fact Unity3D can export .app for Mac OS X by Windows.

    I think Unity does some virtual machine funny business like Java. Don't think they can just compile natively like that.

  • C2 has no problem playing many sounds at once.

    Try preloading the audio and see if that helps.

    If you don't overlap, they won't be in sync with the game if enemies are dying at the same time, but if you don't want overlap, just stop or fade the previous sound before triggering a new sound. You can assign tags to the audio to make this easier.

    I'm going to look into this, I haven't really focused on audio yet, so I have lots of weird things I have to figure out. For a while, if i played music in the background, no audio would ever play for sound effects.

    I think these things are all just me doing it wrong.

  • I'm using latest chrome on Win8 :/

  • This is exactly what I wanted.

  • I'm fine with single sounds, but is there a way to prevent overlap? Maybe a Don't try and play if playing already type of thing.

    Rather than "Oh shoot, I have to play 5 sounds now, let me make a mess of it"

    I would prefer "Oh shoot, I have to play 5 sounds now, let me play the first and if forget the rest since they would overlap"

  • Lets say 5 little enemies that when killed, play a sound.

    I have tried different ways of setting it up, but the sounds don't ever match up with the game. They overlap, cut each other off, just basically don't match up with the game.

    Are there tricks to having a bunch of sounds play right next to each other? I just can't seem to sync them right.

    Looking for tips, this isn't a bug. Thanks!

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • IE9/10 is the default browser on Windows Phone 7, 7.5, 8. Windows 8, Windows Surface RT, Windows Surface Pro.

    That said, we know the performance of IE is, sub par. WebGL and sound drivers are not implemented. Overall compared performance is lacking. The only way to fix this is to make our voices heard. A good place to start is the feedback forum.

    https://connect.microsoft.com/IE/Feedback

    I'm still trying to figure out how to register and submit feedback though. I will update this as I learn more.

    I'm following this thread, to get better instructions.

    http://social.technet.microsoft.com/Forums/en-US/ieitprocurrentver/thread/f694f7a1-65a0-4149-ab26-7ee5f7efd60f

  • firebelly, the webgl blur seems to me to do exactly this - what difference do you notice?

    So from my tests, WebGL glow and blur use a Gaussian blur to give that fuzzy glow effect. This is not really what I'm looking for. In the original post there are examples of glow. Where the sprite is full resolution with a glow around it. I have included a picture to describe what I am looking for.

    I don't want the inner sprite to be blured. I want it full res. I want to able to control the blur color.

    Check out the example here.

  • Given the new shaders, has anyone found a simple way to do this? I don't think the new webgl blur does exactly this.

    Does anyone have a list of contacts for the GamePad support for Chromium / Mozilla? Since Chromium is the basis of awesomium, adding gamepad support to it would be a double whammy (EXE and Chrome support).

    I don't know if it's lack of man power or political issues that prevent more gamepad drivers from showing up in the browsers. Curious if anyone can point me in the right direction.

  • Does anyone use Git, GitHub, TFS, CVS, Subversion, Bitbucket or others for Construct projects? Considering the project file is a single file, I don't see how to let others work on the project at the same time.

    Any thoughts on this?

    Right now I just Dropbox.

  • Neon/Additive Glow: Same idea as additive but without having to render the object multiple times.

    Motion Blur: More true motion blur, for player or bullet effects.

    Deform from ShaderToy (I just want to do exactly what is on that shader.)

  • I wasted a lot of my life on Ikaruga (Dreamcast). Simple in design yet pretty hard to master.