signaljacker's Forum Posts

  • There's probably a bunch of ways to do this - but here's one. Assuming you're using the standard platform behaviour. Set up a global variable called 'wind' which you can toggle on and off - when it's true set your characters max speed to a low speed and when it's false revert it back to the default. Here's a quick .capx to demonstrate - it can probably be done more efficiently, but it shows a system that works anyway. https://www.dropbox.com/s/oq6uujtldm87aqv/wind.capx?dl=0

  • Hard to tell without looking, but maybe you need to preload your sounds? If you don't do this there can be a delay while the sound is downloaded before playing.

  • It would be great to have this functionality. Flash actually does this really well with its movieclip system whereby you can put as many objects as you like into an invisible container object and then you can move them, scale etc It's really good for workflow. It's odd that something like Construct, which is generally very well thought out is actually very unintuitive when it comes to grouping objects - perhaps there is a good reason for it behind the scenes.

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  • I downloaded the huge 1GB download out of curiosity, hoping I could help. Calfuso - I can see that you have put many, many, many hours of effort into this - it's insane - the project is enormous. How long have you been working on it? Unfortunately it has some very big problems at a fundamental level, that will be extremely difficult to fix. I couldn't really make sense of anything in your event sheets as few of your assets have names and there are over 1000 of them, there appears to be many conflicting and redundant actions (one of these is probably causing your animation problems). One huge issue is that the game is not optimized in any way so it has huge filesize and even larger memory footprint - you basically need a supercomputer to run this well. I would very strongly suggest learning about optimization and starting again. What you want to achieve can be done in far less complicated ways, with far less events, far less assets, far less memory etc - if you continue doing it this way you will have a game that no one can play. I've had to scrap a few projects, it hurts, but as long as you can learn something from it - it's worth it.

    Here are some links that I found very useful in helping to understand optimization:

    https://www.scirra.com/blog/112/remember-not-to-waste-your-memory

    https://www.scirra.com/blog/83/optimisation-dont-waste-your-time

    https://www.scirra.com/manual/134/performance-tips

    Sorry I couldn't fix your particular problem, but I really think learning more about optimization and starting again, while difficult now will make your life easier in the future and will make a better game too.

  • Theres a few ways you could do something like this. I would use the pin behaviour initially, and then disable it and apply different velocities to the individual pieces. Eg if you assemble the ship out of the broken parts outside of your play window - then when your main ship is destroyed call an action which pins the ship pieces together (if they're set up correctly on the layout it will pin them as they are layed out) then destroy the main ship whilst swapping out the position of the ship pieces to where the ship was. Then unpin them and apply force to each piece.

  • As far as I'm aware you can't do it with the default audio object, which is a shame. Don't think you can load .wav specifically but someone made a music player using the video plugin instead - so if your samples are encoded in a specific way you could probably make something like a drum machine.

    https://www.scirra.com/tutorials/1232/mixing-the-file-chooser-and-video-plugins-construct-2-music-player

  • [quote:2rua3bnh]Been using this program for a month or 2 and in the beginning this engine was very easy to use but now that I advanced it feels like this gaming engine has gotten 10 times harder to use.

    For a while, the more you learn the harder it's going to get because as your project grows you'll have to implement new things and patch up everything that you break. I do think that Construct 2 maybe has a little bit of an image problem, in that it kind of presents itself as one of those quick and dirty game engines that basically does all the work for you - but that is massively underselling it. It's a deep and powerful tool that in the right hands you can do very professional work with - but to get it to do that you're also going to be doing a lot of hard work. You'll be doing that in any engine. Sure you can knock up a simple platformer in half an hour, but if you're going to make something more complicated construct isn't going to do the hard work for you.

  • Hitfilm 4 Express Easily the best free video editor/compositor I've found. Very nice workflow, great for cutting together gameplay footage or a trailer.

  • If you're on Windows 10 there's actually a really good screen recorder built in - you just hit windows key + G - it brings up a menu and there's a record button on there that you can use to capture. I was having issues recording construct games in fraps as it doesn't recognize the browser window as a game - but I've gotten perfect recordings from the inbuilt windows 10 screencap software.

  • The way I've done my walking sounds is to have short one-shot samples rather than a loop and I trigger them once under certain conditions (eg player is on ground, player is moving, frame 25 is playing), that way I can make sure that my sounds exactly match when my character's foot touches the ground. It also allows for more flexibility eg I have a pool of similar footsteps and it will choose a random sample and volume each time, so that it doesn't sound too repetetive.

  • Sound (Free):

    Wavosaur - a robust, portable audio editor that is an excellent alternative to audacity - also has VST support and is great for setting up things like loop points.

    Open MPT or Milky Tracker - trackers - while tracked music's popularity peaked for games in the '90's on the amiga - formats such as XM and IT are still relevant today and are even sometimes still used by large well known companies. The advantage of tracked music formats is that if written efficiently they can have good quality audio at a fraction of the filesize of mp3s - they are also more dynamic in that tracks/channels can be switched on or off, slowed down etc in realtime if you know what you're doing. Someone here made a plugin for construct to load some tracker formats, I haven't had a chance to check it yet, but it's no doubt useful.

    Hourglass A free, standalone granular synthesizer. High learning curve, but can be extremely useful for creating very impressive sound effects once you know what you're doing.

    Graphics (Free):

    Tiled Map editor, very useful if you use tilemaps as you can import them into Construct 2 (not all features supported)

    Spartan Pixel editor and procedural tile generator (very useful for pixel textures and things like water) - Donationware

  • Niek - try thishttps://www.dropbox.com/s/h4i04durr8aumq7/dt.capx?dl=0 - just substitute mouse controls with touch and adjust y position and dt speed to suit.

  • There are a bunch of ways you could probably do it. Might be easiest to install and use something like the easetween behaviour for this. But you could also do it by toggling a variable on and off eg if variable is true and sprite Y > 0 every tick Sprite set Y to Sprite.y -60 * dt - should get you started.

  • It depends on what kind of games you make - it can be great for keeping your video memory down as you animated individual components in engine rather than using a bunch of different images as frames. It's also useful if your game uses a lot of slow mo effects. If you're interested in using a skeletal animation system for your games it's definitely the way to go - but it's not something you'd probably need otherwise - it's still quite clunky to use and implement, the UI takes a bit of getting used to and I think could be improved quite a bit. Still, I'm glad it's available - it's just not a tool I find myself reaching for very often with the type of games I make.

  • I'm not sure I follow fully, but when I run your capx the array seems to spawn the boxes correctly - in a line, rather than all on top of eachother. You are only using the X component of the array though (width) so if you used For each X, Y element instead of just each X you could make a grid rather than a line.