TheDom's Forum Posts

  • Very Kool stuff. Thanks for sharing!

  • I have sometimes found that sometimes C2 was unable to covert some .wav files to the other formats and I had been forces to do so manually with other software (AVs Audio Editor). Not the fault of C2, but rather do the varying nature of .wav files. I have had the same experiences you've noted above with Audacity. It seems a lot of people use and recommend Audacity, however I've found AVs Audio Editor to be far superior, better for conversion and file size reduction. I've found the best practice is first use C2 to import and covert my wav files. After I use AVs Audio Editor to reduce or compress the final files directly in project's audio folders. I've found when reducing the MHz size of the file the audio often gets corrupted or quality is damaged. AVS Audio Editor does a superior job on all counts. There' plenty of info how to accomplish any action. Just google it!

    In addition it will convert any sound into any other type and has number of the great features for creating audio effects that any game developer will appreciate.

    Good Luck

  • Ok. Do what you feel comfortable with. And yes you can compile a lot more into a single layout. As my example states, sometimes it all in one, and others, spread out across multiple layers. Believe me, the more you pile on a single layout to accomplish visually, especially with large changes including backgrounds, it's going to become more confusing. And of coarse using touch creates more problems as you stated but only because don't know how to resolve those issues. You should also being TiledBackground object and not large sprites for backgrounds.

    For another example; You could group all code into groups by layer and disable and the enable groups while scenes change with the use of making layers visible and invisible. And you'll definitely be using more memory.

    Aside from that, I'm only pointing how much work it is to think through. There's going to plenty of cases where you can do it and others when it's really best to break down into more layouts. You'll save a ton of time and the game will run better. You have to use your judgment. I do it a little different every time. I have 2 games that have 20 levels take place on a single layout and others that every level is a separate layout. In the end as you make game after game you'll learn to try it different ways. But if want to develop faster, I strongly suggest you break it down into layouts when it's appropriate. You'll have more room to make modifications and better control over things like banner ad placement and transitions. This is the way I do it. It's not the only way. In the end, you have to learn how do things that well with your thought processes and how you visualize things creatively and technically during the development process.

    Good Luck

  • Yes and No. A layout can and often is a layout but, sometimes you can still have all of your levels on a single layout. Aside from levels, a typical example of one my games project folder for layouts might look like and in this order run like the following:

    Loading Layout ( My custom loading layout)

    Start Layout ( The Splash Screen where a player has the option to Start Game or go to Instructions )

    Instructions Layout ( Optional Choice this may also be a Story Board )

    Level Layout ( Where the current achieved is displayed and selected )

    Story Layout ( There may or may not be here and if so, it consist of 2 or more additional layouts )

    Main Game Level(s) ( Where the main game play takes place. This could be 1 to 20 physical levels )

    High Score Layout ( High Score / Leaderboard )

    End Game Layout ( Where the user gets to Restart or Exit the game )

    At least his is my approach. Pretty straight forward.

  • I'm looking for a platformer project I have where the player bounced when he jumped on certain objects. I don't remember how I accomplished it but I'm sure I had more than behavior. In the meantime, try adding a the physics behavior in combination with platform behavior. I'll try to get back to you with it.

  • You use the Set Silent option in the audio object. I'd like to encourage you to read the audio section of the manual.

  • Actually, that's exactly what I do in my above example and should have pointed that out. My HUD is on a separate layer and the parallax is set to 0,0 however it does stretch by anchoring when the device dimensions change (width) which in this case is mostly the width since it's a landscape based game. And nice sample for those who read this post. Thanks for sharing that

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  • Your right Aphrodite ! I went back, tried it again and it worked. I must done something wrong and didn't realize it but,

    that will definitely come in handy too. Thanks for that.

  • Aphrodite I was going to suggest that but tried it first. In the case of the 9Patch object you can neither spawn nor use the create object method but I agree, C2 is not very limited. In fact it is only as limited as your imagination and experience.

  • BluePhaze is 100% right on all counts and I should have said it too. Always search the tutorials section with words like "monetization" and "banner advertising". I posted what is probably the easiest way to get started. There's a lot of info and always something new. It's always best to research, then engage the issue directly, start trying it, and then start posting questions as you encounter problems. Good advice BluePhaze !

  • I see what you mean. Here's a solution too. For each straight line segment of the image, create an invisible sprite and draw(stretch) them along each line acting as invisible walls. The will be rectangular and only have 4 points. You can create image points if you need to and pin each one in position but, I don't think it will be necessary, you'll have to decide about that based on your specifics in the game. The just set the collisions property to disabled for the main image. Put all of the walls into Family for easy coding On Collision events. Then it works whether the player collides from inside or out.

    Might be a little easier too.

  • Are you using the mouse object and the touch object?

    Is it only happening in the arcade? Or does it also happen when you run it locally?

    If you want, you can PM me address to download and I'll take a look at it.

  • Take a look at this tutorial:

    https://www.scirra.com/tutorials/787/create-your-own-christmas-game

    I think it contains what you need.

  • It's best to use an (sprite) image that has the text and place it where you want it. Then,

    Sprite 1>On overlap > Sprite2 > Sprite2 >set visible

    then make an

    Sprite 1>On overlap > Sprite2 > (X) >Sprite2 > set invisible

    The (X) being inverted

  • Absolutely. There are many 3rd party leaderboards you can use. I suggest trying Clay.IO. Sign up at their website. They have a Plugin for Construct2 and instructions. It's pretty easy to implement.

    There is a tutorial posted here:

    https://www.scirra.com/tutorials/348/integrating-leaderboards-achievements-and-social-features