rekjl's Forum Posts

  • I am not sure what you mean by layers in terms of music, but you should use a variable. For example, when player turns music on, set VariableMusic to 1, and if they turn it off, set VariableMusic to 0. Than save that variable to webstorage so that everytime you start the game, the setting is saved.

  • There are two things that will greatly affect your framerate there. The graphics of the sprites, and the collision checks. If your images are large in pixel size, has plenty of transparent areas, and any effects, it will slow down your framerate. Having a few of them is ok, having 25 of them you will probably notice some lag. Try to keep your collision checks down to the minimum that you can. It too has a big effect on your framerate if there is a huge amount of them.

  • Hmm..I am getting that audio lag as well, I guess I will now wait until there is a stable version 5. Also, I am having the same problem as:

    KFC where our screen tends to go to sleep after a while if the user doesn't touch anything. Is there anyway to disable this, as my game has a slideshow movie and it always comes in effect during them.

    SabinX when loading the splashscreen, we get a half black and white screen before going to the game. I notice that this problem only arise for me when say the spashscreen is shown in portrait mode, then I change my phone's orientation, it goes to that black and white screen. If I don't change the orientation when showing the spashscreen, it just goes black for roughly 2 seconds before entering the game.

    Also, I notice that we have to options to place a landscape and portrait splashscreen. I only wanted to use a landscape one, so I place an image there. However, if I start up the game and my handphone is being viewed in portrait, it shows the default intel spashscreen. Does this mean that I have to place the image on both landscape and portrait? Will this count as double in terms of file size? Or is there a way to let XDK know that I want to use the same image for any splashscreen orientation?

  • CodeMasterMike, wow that looks soooo tempting for me. Hahaha might need to control myself, cause I have to finish the game I am working on first!

  • ASHLEY. Thank you. Yup, after some testing I saw that C2 was smart enough to only export which audio format we needed. Which was really nice!

    I will try to export the files directly as m4a and ogg and try them out. But when I use audacity to export to m4a and ogg, the file size is actually very similar to C2's export. So for the time being, I will use the C2 converted files. Haha if I feel that my total game really needs to thin down the size, I will return to this and try more audio compression settings.

  • blackhornet, thanks for that! Haha now to test it out on a few different spec phones to see if I should preload my music or not. Again, thanks guys!

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • , thank you for clearing that up. It makes sense to me now. But how do you preload music? I didn't notice this in the tutorials that I've viewed.

  • jayderyu, thanks for that info. I did test it a few times and I did try deleting the wav files. I am not sure if the others also notice, but for my case, it looks like there was no need to delete the wav files. Even after deleting, I notice that the overall download size never decreased. So I tried to export my project, and noticed that it only exported one type of media file, which was the OGG in my case for the mobile export. Perhaps C2 just hold on to the different formats, and than only selects the proper one depending on which export function you choose?

    True, in certain cases it would definitely be better to convert the files ourself. So far after some testing, it looks like C2 won't convert properly if the audio files are lower than 16k mhz. Hmm......I think I am going to try using audacity to convert an OGG with lower mhz and see if it still works with the game.

  • Try putting a trigger once while true condition with your Sytem Go =3

  • Hi ashwin, without seeing a screenshot of the capx, it is hard to determine what might be wrong.

    Are you using "scroll to" behaviour? If yes, it could be that you can't view your text and sprite because the scroll to brings you to a different part of your layout window.

  • DUTOIT, haha in that case, I think I will avoid it and concentrate on improving my knowledge in using C2. Haha my programming knowledge skill is at lvl-10!

  • , thanks for that. So does that mean that streaming in this case, doesn't mean online streaming? But refers to whether the game will actually load to memory?

    Haha sorry if my question is quite noob, as I really am a bit clueless in this aspect.

  • DUTOIT, Wow that was sooo coool!!! Haha I am so tempted to try it out!

  • The software looks good as it has lots of options and settings to adjust our file size. One thing though.....the software requires us to buy it, if we use the free version, it leaves an audio watermark which means it is unusable for us. Haha maybe if things go well in the near future maybe.

    I tried what you mention, I exported my project than tried to convert the audio files within the folder. But surprisingly for me, the audio files came out at almost exactly the same size. The maximum reduction I could get from a 1.6MB file was less than 0.1MB.

  • Hello vancouver

    Question1:

    I am not sure about that since I haven't dealt with any apple products, so hopefully our other members who have will help you out here.

    Question2:

    For Android and IPhone, C2 actually uses wrappers to export them into the desired format. There are some issues, but it is being handled by other companies. They do work in general based on the success of many of our members, but it might require a few extra steps and some tweeks here and there. But they are always updating so it constantly gets better......just maybe not at a rate fast enough to please us

    Question3:

    Well, if you aren't making more than $5K than you can continue using the $119 license. So if your website has free membership and your advertising revenue is less than $5K, you don't need to upgrade for now.