ourotorrus's Forum Posts

  • You do not have permission to view this post

  • I agree, this feature would be incredibly useful !

  • Hello,

    So this bug DOESN'T come from Construct 2 and it is also not related to my project so I won't post any Caps. I have double checked on other computers AND other projects the issue is only on my computer whatever the project is. I believe this is a Windows issue.

    The issue is that I cannot hear sounds coming from Construct 2 exports anymore. When I export my game as an .exe I cannot hear any sounds coming from the game. It used to work before though. However when I try my game from Construct 2, the sound works perfectly fine. I have checked the volume mixer and it seems that the game doesn't appear in it, maybe that come from there ?

    There is no problems with any other games, applications or softwares.

    I have Windows 8.1 64bits and Construct 2 v233.

    Many thanks !

  • Ok sorry

  • Problem Description

    Hello,

    So this bug DOESN'T come from Construct 2 and it is also not related to my project so I won't post any Caps. I have double checked on other computers AND other projects the issue is only on my computer whatever the project is. I believe this is a Windows issue.

    The issue is that I cannot hear sounds coming from Construct 2 exports anymore. When I export my game as an .exe I cannot hear any sounds coming from the game. It used to work before though. However when I try my game from Construct 2, the sound works perfectly fine. I have checked the volume mixer and it seems that the game doesn't appear in it, maybe that come from there ?

    Looking for help on this, I know this bug isn't really appropriate to the bug section as it's not really a Construct 2 bug but I don't know where else I can ask.

    I have Windows 8.1 64bits and Construct 2 v233.

    Many thanks !

  • Yea that's an interesting topic.

    To answer the question and share my personal experience : I started by doing a pixel character animation, I found it cool to do, and then I went like "why not make a video game with that ?" knowing that at this stage I was already aware of Construct 2 because my brother was using it. So I just asked him to teach me the basics, then I played around for quite a while but I was really enthusiastic, and I eventually brought everything together and made the game. I would say now I am so passionate about it that it is not quite only a hobby anymore, but more than that. I kind of expect that after several games and more experience I would be able to sell my games and make money out of it. Also my main motivation to make games is that I am working for myself and I don't have a boss. I don't think I would like to make pixel art animation for a boss who would pay me for that, that would be too close to my professional job.

    I spend around 6 hours a day to do my professional job which is animating characters for cartoons (TVshow, advertising) and 3 hours a day working on my game if I don't hang out with friends in the evening. I'm very happy with that balance but I would rather do games all the time.

    I think lots of people have different motivations that bring them to eventually make a video game. One example that truly fascinate me is Tarn Adams who is a genius programmer. He started a game that most of you probably already know called "Dwarf Fortress". We could say that for him it is definitely a hobby considering that he is not motivated by money at all. But now it became so big and people donations are big enough so that he can actually do that all the time, I would say the hobby turned into "professional art".

    Notch even offered Tarn to give him a large amount of money so that he could hire a proper team to make his game. But Tarn refused explaining that it wasn't like that, it wasn't the purpose of what he was doing.

    wmsgva I totally agree with what you're saying. Putting a good team together, even if you have money, is really really tricky. And if you don't have money, well... I think it's possible but very random. But I would add something more : Before coming up with ideas I think it's important to be very aware of what is done around in the indie game industry. Lots of famous indie developers are sharing their experiences on the internet and it is incredibly valuable knowledge. They also share their tips, their workflow sometime. Seeing what they do also let you know of the "trendiness" of what you do, or if your game is original or if there is actually already somebody who made a game that is like your idea. Being very active in communities is also something incredibly important as people can considerably feed your idea with other good ideas.

  • ok really good to know, thanks granpa !

  • Well I have a couple of things that are using masks so they need their own layer with "Force own texture" on. Otherwise if there is other objects in the same layer the effect will apply to those items as well.

    Also I find it handy to have a layer for "ennemies" one for "hero" and one for "props" and "backgrounds" (I also have multiple backgrounds with different parallax) so that you don't have to check the Z-Order on each spawn or make any code to keep the Z-order the way you want.

  • Hello,

    I know that having many layers can cause performances issues.

    Currently I have 10 layers and I am wondering if that is too much ?

    Is there any tricks / methods, to handle Z-order OR effects such as Blend Mode Source Out other than by putting objects on different layers ?

    Many thanks

  • Hello,

    How do I make an automatic line by line scrolling text ?

    Example there : youtube.com/watch

    I did the tutorial for dialog text in the Construct 2 videos posted by Kyatric and read articles of the forum about dialog texts. But I didn't find explanations about how to make this specific text behaviour where the text scrolls by itself line by line like in most of the classic old school RPGs which I find really nice and would like to reproduce.

    I was thinking about moving the text on Y coordinate and once it moved for 1 line height resize it but then that would mean that the text would become bigger and bigger ? I could always hide the rest with a mask.

    What would be the best way to do that ?

    PS : Also, is there a way to know how many lines there is in your text or spritefont object ? Or you have to calculate it with a sprite font object with the number of characters ?

    Thanks

  • Yea it would make sense considering that it does that only with my project, but I am only using the events that way :

    On Gamepad 0 button A pressed then blablabla

    or sometimes

    Is Gamepad 0 button A down then blablabla

    Also, I don't think it would come from events because my controller events are all spread over the "master" event sheet, and none are responding anymore when I launch the project with this specific version of NW.js. Even not when I create the most simplest thing to test it. Just looks like it is not recognized anymore.

    If later on I see that it really does create compatibility issues after the export then I will share the project.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Hey andreyin

    Thanks for the help... but I don't feel very comfortable with the idea of sharing my whole project : (

    I tried to reproduce the bug in another scene but I can't do it. I will wait for the next NW.js update and see how it goes.

  • Sure, I will let you know if I figure it out.

  • That's interesting.

    However I don't think that is the reason because I find myself in that situation after having done a reset of my PC. I had a technical problem and I removed everything and reinstalled. But I didn't clear everything from my secondary hard drive where my project is. Although I guess NW.js was installed on the master HD so I think there musn't be any conflicts with previous NW.js installation. I actually recall having this issue just after reinstalling brand new Construct 2 and NW.js ... I will still try to reinstall though.

    Thanks a lot for your feedbacks, now I know there must be something wrong on my PC or in my project.

  • I am using an Xbox 360 controller on Windows 8.1

    Maybe then it comes from the fact that my project was created before the patch ? I have tried to create a brand new project and test my controller on NW.js v0.14.5 and it works, but still doesn't work with my project. When I use v0.14 it works though. Maybe I am wrong and it comes from somewhere else, but it definitely seems correlated.