Megabeard's Forum Posts

  • Just temporarily, I would try eliminating the dt expression from your game to see if that stops the shaking. That worked for me! The cost is that a little bit of lag came back, but it wasn't nearly as bad as before since other parts of my game are optimized now.

  • Hey everyone,

    Just an opinion related question here. Where in the development process do you feel it's time to start looking for music/sfx to put in your game? That is of course assuming you end up going the freelancing route.

    I am currently in the alpha stages and getting close to a beta. I had originally planned on taking care of things towards the end of my beta, but now I'm starting to wonder if I should take care of it at the start of beta, so there will be plenty of time for whichever composer I end up working with.

    What do you guys think?

  • Just wanted to give a brief update; my issue was being caused by the delta time function. I was using it to keep the fps at 30 when setting the player sprite position and camera. This really helped avoid lag, but it didn't seem to agree with some of the other computers the game was tested on.

    I also found the Round expression very helpful here to make up for my lack of use of the DT expression.

    To anyone else that may be struggling with this and happens to be looking around, check out the last post of this thread:

    Very helpful!

  • Hi, I've been searching all over for an explanation on this and found nothing, so apologies in advance if this is something that's already been addressed!

    When I go to preview my game within the capx, the game plays just fine. I used internet explorer (Not exactly the Cadillac of browsers) and things were still fine, so I figured this would apply after uploading as an HTML5 game. After hosting my game on a site, however, a couple of issues came up, but none worse than the game constantly jerking and shaking. This includes the characters, backgrounds... everything shakes. Even more bizarre is that the only time this doesn't happen is when I play on my own computer (Which is close to dying, by the way) on Internet explorer. I tried Opera on my computer to more shaky results. All of my remote alpha testers have told me that they've experienced the same shaking and jerkiness across IE, FF, Chrome, and Opera. Even funnier, the game gets very jerky on my work computer, which is far more powerful than my personal (Which as I said, won't be lasting much longer sadly). I once again tried in all the major browsers, and while some other issues cropped up, the same shaking/jerkiness never went away.

    Needless to say, I don't understand what's wrong. How could my game work perfectly on a dying machine and in a not-so-good browser as opposed to several more powerful PCs across several different browsers?

    The only issues I've read about that seem similar to mine are when people export to Node Webkit, which let me make clear, is not what I did! I exported to HTML5, which to my understanding is supposed to work the best out of all export options.

    And I know it's not so easy to answer without a capx posted, but my game is nearly complete and I'd rather not post it. So instead I was hoping there were some general reasons for jerky movements/shakiness in a game after exporting to HTML5 website?

    Any help at all would be greatly appreciated!

  • I love how fluid this game looks, and I'm saddened to find out that I missed this at MAGfest somehow. Especially for a one person effort, excellent job!

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  • That's because Ashley's too lazy to fix present features, instead he's overdosing on bleeding edge features that break a lot of everything.

    I don't think "Lazy" is the right term here. With the amount of updates that come out for C2 I don't think you can call anyone working on Construct lazy. That being said, as a (Mostly silent) observer throughout all the threads talking about all the exporter issues/bugs, I think this comes down to a rather large divide in the direction the developers are going and where customers want the product to go. The developers seem to want to focus on HTML5 and providing constant updates. People want to be able to release their games in several different formats and having it work correctly, not just on browsers.

    Some are saying this is just because those complaining are not good enough at coding. But to those people, I ask you: Wasn't the whole point of using Construct to make the process of programming simplified? What's the point if you have to jump through hoops anyway? I think that having to use wrappers complicates things a lot as well. It causes the size of your game to balloon and a lot of bugs pop up that wouldn't normally be there. Is that really a regular part of programming? I am no programmer so this is a serious question.

    Just my 2 cents, though it may not be worth much. It's just frustrating how there's always a catch. Construct Classic made it so that I could actually create games without programming knowledge, but it had too many fundamental issues to release a full game on it (eg. Can't do full screen without sacrificing paralax. Ouch!). Construct 2's event sheet system is unparalleled, in my opinion. It destroys GMS and Stencyl as far as I'm concerned. However, the lack of native export will end up hurting my game if I try to release it as a download or mobile. So I am limited to browser for now. And I think that a lot of people feel the same way, hence all the complaints lately.

    It's quite interesting to see people complain about plugs, and say they are migrating to platforms that require coding.

    Especially when it's GMS, because I don't think people realize that you can't do anything remotely complex in that program without learning their language, which once again, completely defeats the purpose anyway. Might as well get Unity at that point.

  • I'm impressed with how fluid the animation is. Well done!

  • I started off by building the engine with generic building blocks as placeholders for the characters, enemies, and objects. That took about 3 months working in my limited spare time. Then I built the levels, once again with the generic building blocks. Yet again this took 3 months.

    I was going at a pretty good pace, but then some life-related things came up and really slowed me down when I started the art. I began with the character design and sprites for everyone, protagonist and bad guys included. That took 4 months (Like I said, due to life related things) After that I went on to do the sprites and animations for anything cutscene related, which took about a month and a half. Finally, I am now onto the level environments. So far I'm a month and a half into that, and hoping to be done within the next month or so (But I'm always off on my predictions!!!). From there I will do Alpha testing, find someone to do music for the game, fix any programming errors, and put the finishing touches on the art.... kind of exhausting to think about really.

  • Super Smash Bros for Wii U is the game that I keep going back to, but I really should finish up Halo. I started the original last summer and did enjoy what I played of it so far, but I got distracted with other games.

    The next game I'll probably start is either Hyrule Warriors or Bayonetta/Bayonetta 2

  • Hey guys, I was a bit stumped on this one and was hoping someone might be able to help me out.

    I'm aware of how to allow the player to jump at varying heights using the platform behavior, but what about when using the physics behavior only? Platform has the ever useful Vector Y expression which would normally allow me to do this, but I can't seem to find an alternative for Physics.

    So, in short, if I wanted the power of the player's jump to be based on how long they hold down the jump key, how would I go about doing that using the Physics Behavior?

    I would appreciate any ideas or help with this!

  • This is awesome. The animation after you die still makes me crack up and the effects were pretty good. I think a lot of people would get a kick out of this and it could easily pass for a tribute/parody game as long as you don't make money on it.

  • My main criticism is that the camera really slows the game down. The camera has this tendency to zoom in whenever the player is performing an action such as moving or jumping, but the way it appears to be programmed is that the action doesn't begin until the camera itself zooms. This gives a very laggy effect to the game play. Why not just leave the camera zoomed out? I personally like the amount you can see when it's zoomed out the whole time.

    The other thing I was unsure of was the main mechanic of the game where the darkness comes on screen. Is there a time limit on how long you can be in that darkness? I seemed to die for no reason when I was trying to go from platform to platform. I wasn't sure if that was the mechanic, or a glitch.

  • Alright, finally got some time to try the game out. First off, great job on the art. It's very appealing and atmospheric. The aesthetic is very pleasing. However, when designing the fish that are going to be eaten, I think you should take a close look at how they're designed. There were two fish in particular that it looked like I shouldn't be going after. Both had kind of an evil grin which made me think they were poisonous or something along those lines. But it turned out everything on screen was ok to eat.

    I don't know how far into development you are, but I suggest adding more mechanics to the gameplay if you're not too deep in. As I mentioned above, some fish look like they could poison you. So perhaps some fish that decrease your health should be added?

    And one final thing was that upon contact with the shark, fish are automatically eaten no matter where contact is made. I think it needs to be that they are only eaten when they go near the shark's mouth. There were times where I hit them with my tail fin and it considered them eaten.

  • I got a blank screen too on my first time loading the page. However, the second time I tried, the page came up. Strange... anyway I'll come back to this game a bit later when I have some time. Just thought I'd bring up the blank screen issue too.

  • This is a good job for your first game. It's simple, fun, and has a pun for a name which is always a plus <img src="smileys/smiley17.gif" border="0" align="middle" />. I saw you plan on adding a bunch of things in your next update, but I think what this game would benefit from the most is a timer which tells us how long we lasted. And maybe a leaderboard too, depending how far you want to go with the game.