Raicuparta's Forum Posts

  • Gougth

    Thanks for the kind words, really!

    I would love to release it on mobile platforms one day, if the game gets some attention. It was obviously designed for that and would be a perfect fit. But it seems right now Construct (or any other HTML5 engine) isn't ready for Android (or better, Android isn't ready for HTML5 games), there's too many problems and a game like this needs to play pretty much perfectly or else it ruins the experience.

    And yeah, using the shadowcast behaviour. Had to use it after I programmed something similar myself in javascript and a week later Construct 2 has it just a few clicks away

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  • Play Circular now on Kongregate

    Single button/click game, very simple but can get pretty hard. Game plays at the rhythm and pace of the music for each level, with even some songs made specifically for it!

    High scores upload to Kongregate if you're logged in, give it a shot!

    Not 100% finished yet, but the main game is all there, just needs some finishing touches.

    If you like it and have a Kongregate account, please rate it

  • Have you tested on mobile? When you place all the music in the sounds folder, don't you get insanely large loading times?

  • Are large sounds in the sounds folder supposed to take a long time to preload in compiled versions of the game? Shouldn't it be fast since it is already on the device? A 2-3 minute long music loaded as a Sound (I have my reasons to not load it as music) will take more than 10 seconds to load on a fast device...

  • I have an event that runs every time PlaybackTime > than a certain value, and it happens often (a few times a second). On PC, this works perfectly, even when the FPS gets really low (below 20). On Chrome for Android, however, the value seems to not update as often, which makes it not work right for my game. Is there a way to fix this?

    I set it up to print the PlaybackTime value on the screen every tick, and it's clear that it is not being updated every tick, wile on PC it is.

  • Heres a short video of the beta for Circular:

    Subscribe to Construct videos now

    If anyone is interested in helping test the beta, join this community:

    https://plus.google.com/communities/117 ... 2656897649

    And follow instructions here:

    http://play.google.com/apps/testing/co. ... y.circular

  • Beta for android now available!

    To get access to the beta, join the Circular Beta Google+ community and then follow the instructions in the Google Play become a tester page.

    Video of the beta in action

    Open to all kinds of suggestions, feedback would be appreciated!

    Known Issues:

    • Portrait mode not working properly
    • Loosing the combo broken when score multiplier is x1

    Would be great if someone could help testing, wanna get this working properly on Android.

  • They're all between 1 and 3 minutes, but there were a few of them, even though only one at a time played.

    I'm going back to XDK now, CocoonJS seems a bit unpredictable right now and I can't seem to use Canvas+ so there's really no point.

  • Is music supposed to not work at all in CocoonJS? Using 2.0.2, sound files on the music folder play on the launcher but not on the compiled version. Could this be a memory problem? Anyone have any hints, anything I might look into to see what could fix this?

  • Well now I feel stupid. Thanks.

  • I've set the "Timescale audio" option in the Audio object to "On (sounds and music)", but for some reason when time scale is 0, the sound still plays at normal speed. If time scale is 0.5, though, the sound plays slower.

    This wasn't happening before, when the sound was in the music folder, but I had to move it because I was having problems in mobile browsers, so I need it to stay as a sound and not as music.

    Right now I can make it work by setting the time scale to a really low number like 0.000001. Everything stops, but I don't wanna use a cheap workaround like this if there's a way to make it pause and continue exactly from where it left (it's important that it stays in sync)

  • I want to compile with CocoonJS in Canvas+ mode, but it only works correctly when force disabling Screencanvas in the CocoonJS launcher. However, when I compile it with the CocoonJS cloud compiler, it doesn't seem to diasble Screencanvas and shows issues with scaling (these issues were present in the CocoonJS launcher when Screencanvas was enabled).

    How do I force Screencanvas to be disabled in the compiled version? I've tried playing with the js file but maybe I just don't know what I'm doing...

  • Better quality, full song.

  • Gougth

    atomoso

    procrastinator

    Thanks for the feedback. Do you guys think it's worth it to design the levels around each music (you can see that in the video, starts rotating in a specific part of the song) or should I keep it random?

  • The modulo operation should always return positive values:

    mod(-1, 8) = 7

    mod(-9, 8) = 6

    While the remainder operation can return negative values:

    -1%8 = -1

    -9%8 = -1

    Construct and it's documentation seems to treat both as the same thing, and only provides us with the remainder operation, unless I'm missing something... Would be cool to see the actual modulo operation in a future version.~

    Oh and for a workaround, in able to "convert" the existing remainder operation to a modulo operation you can use this expression:

    (a%b + b) % b[/code:oeckpjgt]
    This will return mod(a, b), always an integer between 0 and b-1.