MrMiller's Forum Posts

  • Robots look cool. Like the effects.

    End boss seems a little too hard.

    You need to make sure being able to close the game is more obvious. People won't tend to remember what's on the title screen. There's nothing wrong with having an application window with close functions because that menu won't show in full screen anyway.

  • The only thing I've found was this.

    edit: this is the method I am using with google to find such old entries:

    link

    Yep, that's it. I thought I posted a .cap and an .exe there... guess I was imagining that, lol. I don't even have that project anymore because it was on my old hard drive running Vista and the hard drive crashed before I could make one last backup :(

  • -Silver-

    My bad, I misunderstood <img src="smileys/smiley1.gif" border="0" align="middle" /> (Sad, that I use an XBox360 and didn't immediatly understand)

    MrMiller

    I see. I was active in 2010 but not as experienced as nowadays. I also might not have found a solution. However, it seems to only have happened to you? That might point to not being a bug but some issue under exact circumstances that occur rarely?

    One can't say much by just running an executable. Would you be so kind and point me to that thread? I'm just curious and would like to examine the .cap and the used sound files.

    Before I posted my previous reply I went to the old forum and tried to find the thread, but to no avail. I tried to login to my old account there and find it through another function, but it appears that the login function is disabled (makes sense of course since it is an inactive forum now).

    I imagine the .exe issue is just an anomaly. I seem to catch all the anomalies with things for some reason <img src="smileys/smiley7.gif" border="0" align="middle" />

  • MrMiller

    What do you mean by "that itself has been buggy"? I never had issues of any kind. Also, I once made a tutorial about the XAudio2's peak and rms functions. If you read it to the end you will find a little gift, that might help developing code that uses music on sound channels, which offers plenty of new possibilities to handle music.

    Back in, I think 2010, I posted a thread on the old forum asking people to test my .exe and sound folder to find out why the music wasn't playing. It played fine in the cap, and the expressions were correct, the sounds were also packaged in the same folder as the .exe, but the sound still wouldn't play as an .exe.

    After everyone looked into it, no one was able to figure it out and it was concluded by several people in the thread that it was a bug that couldn't be fixed and that it was common with CC exe's at that time.

  • When the object is facing a certain angle, it uses a different animation. This is highly useful in isometric games, where an object can face all eight direction. Like this:

    http://images.suite101.com/553546_com_reinerstil.png">

    That is eight directions, different perspective in each. That is a LOT of spriting to do - eight different animations and that is for one type alone - walking. Add standing, running, affliction, casting, dead animations... Well, you quickly run into dozens of animations. Your artist isn't going to love you after the time.

    But if you use purely top down or side perspective, you can simply rotate the sprite or flip/mirror it respectively. You have to justify the need for additional animation angles.

    It is irrational to expect to be able to use angles in increments of 1... because for each angle you'd require an animation; that would amount up to 360 animations for all angles. FOR ONE ANIMATION TYPE. Add death, running, sleeping, drunk animations... The artist is dumping you before you even mention the idea to him.

    So, what is your justification for this request?

    Does anyone have a .cap of this?

    I've been trying to find a way to make an 8-directional animation that plays a different set of animations based on the degrees of an angle but I can't seem to get it right.

  • You're talking about the MS Visual C++ 2005 Redistributable. It probably did, but I already had it on my Hard drive anyway from using prior Construct Classic versions.

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  • Hi Crow,

    Yep, I'm using CC 2.0 also.

  • One more problem; if you create an overhead platform and have your character jump up into it and keep bumping it over and over, eventually the character will pass through the platform and wind up on top of it.

  • Also, I find that if you jump high into the air and off-screen you tend to cause the fall through problem to happen more regularly.

  • So I was testing Silver's game and noticed that I kept falling through the floor for some reason. So I decided to make a quick platform example and see if I could replicate the problem:

    <img src="http://farm9.staticflickr.com/8328/8090127806_9d8d5d60c7_z.jpg" border="0" />

    ^^^ Here I'm just jumping around.

    <img src="http://farm9.staticflickr.com/8044/8090126995_0c7d4f7f8b_z.jpg" border="0" />

    ^^^ Here I fall through the platform.

    All the default platform behavior settings are on, with the exception of the "Allow Down Button" which I have unchecked in the Platform Behavior. The platform is a solid.

    The fall through doesn't happen immediately. You have to jump around and double jump around constantly for a few minutes, and eventually you'll fall through.

    Here is a .cap so you can check it out: rapidshare.com/files/733064018/PlatformTry.cap

    P.S. Hit spacebar to jump.

  • I used the resource folder, in the same list as the music folder is in. I think you just right click it to add files to the folder. Then you use the "play music from resource" command in the events. Though there seems to be some limitations, since I can't alter its volume (for fading in and out) nor where in the track the music starts playing from. Hopefully I can figure that out.

    Yeah, I remember reading about doing that a few years back. But I also remember hearing about a bug with it, so I just never pursued it. But if it's working now that's great, because packing music into a folder for the .exe just stinks and that itself has been buggy.

  • Nice plugin! Is this still being developed? If so, is there a way to change the output file name besides renaming it manually once it's in the folder?

  • My CPU is a dual core with 3 gigs of RAM, so that might be the issue. I realize my PC is not very powerful at all. But, Flash games run without a hitch, even the largest ones. Of course, the technology of Flash is different than HTML 5 so a direct comparison wouldn't make sense.

  • Yes...

    Check out also this on (Look at the FPS on Top of the Left Side)

    Here it is:

    Move your Mouse and See the Magic

    KMag

    I'm getting between 0 and 3 frames per second.

  • You might consider applying similar shading effects to your sprites in Gimp or Photoshop before importing the sprites into your game. This way, you can keep the look you want without maxing out real-time resources.