GG-Works's Forum Posts

  • UPDATE!!

    Thanks for the feedback, I've made some improvements to the demo and it's reuploaded on clay.io.

    http://baxterdemo.clay.io/

    Patch notes:

    *Glide - make it to where you can glide and fall by holding and letting go of the "UP" key respectively.

    *Glide collision issue

    *Touch control toggle doesn't work on Act 1 HUD

    *Issue in Act2-5 where you're unable to glide from walls

    *Collision issues with Green Slimes

    *Several platform collision issues in few levels(hopefully)

    *Music stopping when leaving Control, Credit, HUD layouts

    *Issue where the info bubble in Act1-1 wouldn't disappear after clicking the "X"

    *Issue where Act1-Boss doesn't respawn after completion

    *Issue in various levels in Act 2 where crates were unbreakable due to green slime placement.

    *New Save/Load feature added

    As for my first game, this might be a bit of an undertaking than I've expected it to be but I have it down to a science on how I will finish this game.

    Question - does anyone experience slowdown at certain points? I recall reading that too many event sheets will do this as each level has an event sheet for unique things like death/respawn, level end, and other gimmicks.

    Also, testing it on two different browsers. Seem to have slowdown on Firefox, but runs way better on Google Chrome even though the music overpower most of the sound effects. Had a friend try it on IE9 and the sound was completely muted... not sure what to make of that.

    Anywho, I hope this makes the game much more enjoyable now!

  • Thanks for the feedback! Where to start...:

    Ah, starting with the gliding, that was an oversight on the collisions. Also I've had problems just having it where you just need to hold the "Up" key down but it always stayed in gliding so as a last ditch effort I used the whiplash move to turn it off. I was on the fence on the animation as well, as a still animation to me didn't look right.

    Collectables: The white/blue poker chips, if you look at the HUD where you select the acts, there is an arrow on the lower right hand corner by "Go To Special Act" it takes you to the Special Act HUD. You gather these to unlock the acts which are just a small amount of harder levels and a slightly unusual platform mechanic already implemented in Construct 2 *heh heh heh.

    The gold coins with Baxter's face on them, that is my idea of replay value for completionists. Every level, including bosses, have 20 coins. You know when you gather all 20 a sign pops above you with a cheering sound, as you finish the level the door will turn gold instead of red.

    Info bubble: Those were meant to pop up when you hit them, and the red "x" you click on to close (or just click the image) Maybe I should put a "click to close" message on there.

    Other thingsWhen I added wall kicking, that started the whole "Baxter still in running pose" when I messed with that, Baxter wouldn't wall jump.

    Also, I found some collision issues with the green slime and a section on A2-5 where you slide down a wall but for some reason you cannot glide.

    On top of the not saving issue I think I'll get on a revision of the demo rather than continue knowing these things are prevalent.

    Thanks for the feedback!

  • Thats right ladies and gentlemen, check it out here:

    Baxter - the demo!

    This is after many months of hard work, asking LOTS of questions, and deciding the right plan of action. I also want to give a big thank you to Austin Hollock of clay.io for helping me getting this game live! Also thanks to the good folks from the Construct 2 community for every helpful response to the numerous amount of questions I've asked.

    Now, to explain a few things. There are a few bugs that I need to fix, some graphical snafus, and any small tweaks before I continue the rest of the game. Only Acts One and Two are playable, everything else is locked until full release. Unfortunately, the demo doesn't seem to save progress of completed levels when you exit the browser. That is something I know I need to fix before the final release because I don't expect ANYONE to go for all gold doors, let alone beating the game and unlock the special acts in one sitting.

    Oh! Don't forget to toggle touch controls for desktops. My original intention was to upload this somewhere else but they're still there if someone's tablet or phone can run this.

    One more thing, feedback is very important. Let me know what you think and if there is anything I can improve on. I have some setbacks on the title screen music because of the familiarity, but what do you think?

    Well, I wont keep you waiting, go play!

  • I'd imagine you can make it using the 8-directional movement behavior, but it would involve making tons of animations for every direction. It might be a huge undertaking for one person but I think it's doable.

  • Has anyone tried using Clay.io for uploading games? Was trying last night and this morning.

    I followed this tutorial here:

    Publishing your game to the Clay.io marketplace

    Also tried it without the chrome version (used the long-form option)

    Both times the screen will just sit there, except for the "connecting" bit at the top. The screen will reset to the "add a new game" tab and nothing is uploaded. No message if success or failure, just resets.

    I'm running firefox with everything unchecked using no-script plug in. The demo is 82 MB (well its more like a large part of the game than a demo) compressed in a zip file. (I use jZip)

    Anyone run into this and could help me out? I tried converting the zip file into winzip and still the same result.

  • Put it up on Clay.io :)

    I'd like to see some extra leniency with the arcade submissions as, as it stands right now, the limits will mean some good games aren't featured.

    Hmm, alright I'll give that a try. Thanks!

  • Good evening. I was wondering if there is a chance the submissions for games about height and width would be able to change in the future?

    I was just about to submit a demo for this game I've been working on for months, and the width is 1000px, but the maximum is 800px. The intention was for this game to be played on phones, tablets, and desktops and minimizing already severs the touch screen controls and I'd have to compact everything just to make it submission worthy.

    What are the odds of the submission requirements to change in the future? I want to submit this game to the arcade as it seemed fitting since I'm using the very game engine they're promoting.

    EDIT: Hmm... actually, disregard. My file size far exceeds the 10mb requirement. Apparently I have like 1/3 of the game done... which is far large for a demo.

    Guess I'll need to search elsewhere, sorry about that.

  • Check to see if your touch object has "use mouse input" enabled. It's enabled by default. So, in your case you should either disable it, or use it instead of the mouse. You shouldn't be using both together, which is probably giving you weird results.

    Hmm, how would I find it? After I embedded it, it just seems invisible to me. Sorry I feel like such a noob after all this that I couldn't find my answer in the manual.

    EDIT: Ah, nevermind I found it lol. Now I have to wait until after work to sort this out, thanks!

  • Maybe I didn't read this right, but up until now my game was only made to be played with a mouse and keyboard.

    I've added touch controls as "add another condition". So both mouse and touch commands are stacked on top of each other, unfortuantely it renders the game unplayable as you can't use a mouse.

    It is only until I use "toggle disabled" on all the touch commands that it'll go back to normal.

    Is there any way I can fix this?

  • Hi Crackpot,

    Music can be a hassel at first. I always pre load my sounds and music by name, and give them tags. I believe you need to use the "tags" to stop sound. I also like to use a timer to trigger the sounds and music in a layout.

    I had just opened up an example file created poster by Vee41 over here...

              http://www.scirra.com/forum/topic65059.html

    I hope it is ok with them, but since I already had it opened just I added another layout to bounce back and forth from, a few more actions and music for each layout. Hopefully this may help you out.

    vee41 hope ya don't mind.

    So here it is, worked in Chrome so far   

          Vee41s grid with sound

    Ah, thank you Auntie Val for saving my bacon. All I had to do was just name the "tag" as you said, and pretty much fixed the problem for me. I wouldn't of known what tags did until now, thanks!

  • Greetings

    Thank you for giving us the opportunity to create games again. I'm digging Construct 2 and understanding it's functions little by little.

    If I may, a couple suggestions as I know you're very busy.

    First, what about an option to do a "wipe" between layouts? They're usually featured in generic video editing software. As of now the transition when one goes from layout to layout is instant. Would it be possible to add a tool that allows the screen to fade/wipe to black on end layout and fade/wipe from black on beginning?

    It could really add a new dynamic for projects!

    Second, add a feature to layout properties to play a specific audio track. So that way when you test/play the audio plays until you leave that layout. If two connected layouts have the same track, the track would continue to play seamlessly until a layout is loaded with a different track(or no track).

    Thanks for your time and keep up the good work!

  • Good evening again.

    I feel like I'm already asking for so much, but I have another problem.

    When it comes to music changing between layouts, I can't make it to where one track stops and the other plays without both of them overlapping.

    Consulted the manuals and did a google search and ended up with nothing. It seemed pretty cut and dry just making one track "stop" in an event sheet, but the track continues.

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  • It looks like that applies to the standard license, but if you purchase the extended license ($49) there aren't any limits. So essentially, just buy the $1 and if you're lucky enough that you're getting close to selling 50,000 copies, then just buy the extended license.

    Yeah, I'm thinking too far ahead so I went ahead and purchased the songs I need for the game. Of all the royalty free sites, Jewelbeat seemed to have the best selection at a reasonable price even if you chose extended. The million thing kind of irked me is all.

    Once again, thanks to everyone for your help!

  • I'm back, I'm a little concerned with using Jewelbeat as this part of the user agreement can pose a problem:

    6a. The Licensee is permitted under the Standard License to distribute up to 50,000 copies of a physical or downloadable product, including but not limited to DVDs, software, downloadable games and downloadable videos that incorporate The Music.

    6b. The Licensee is permitted under the Extended License to distribute up to 1,000,000 copies of a physical or downloadable product, including but not limited to DVDs, software, downloadable games and downloadable videos that incorporate The Music.

    Figured there had to be a catch... if I read this right you can't sell more than that amount. Like if you used a song for an app, you're limited selling 50k (downloads in this case?) of that app for standard.

    Can anyone clarify?

  • Wow thanks for the speedy replies, I'm going to try some of these. The dollar music ones sound like a good idea, I'll definitely remember to credit the author.