Toby R's Forum Posts

  • This is basically the reason why you have Music and Sound folders in C2. As you know both are just a sound files and can be treated same way (that's why it is possible to drag & drop them).

    However Sounds are meant to be small. It is used for speciall effects, clicks etc. so usually sound is not longer than 3 seconds and very often it is less then a second. Such a short sound usually takes less then 50kB. So loading them at the start of the game shouldn't affect the overall loading time too much.

    With music it is a bit different because music usually has several minutes, and that long sound files are already counted in MBs. So it affects the loading time.

    Now when you have preloading sounds OFF, then the first time you sound will start it will be the time it gets loaded, so it might have a lag before it starts to play. So yes it is good to have it ON, because a game with laggy sounds is simply kind of frustrating.

    In case that you have to move your music file to the sounds folder (this is a bug and will be fixed soon surely, but well if you have no choice at the moment let's focus on the currently possible solution) and it makes your game loading time too long you can try to load sounds manually.

    So I would disable preload sounds in project settings, and load the sounds on your main screen in the background, to do so you simply use Audio object which has an action called "preload sound" or something like that (just from the top of my head).

    Doing so your app loading time will stay normal. Your basic sounds/small sounds will load on main screen very fast. And while the game is on you don't have to preload music, simply start it.

  • I have the same problem since yesterday, music not loading...I moved it to sounds but now loading of game is very long:( I hope they will fix it soon.

    This is because you have "Preload sounds" enabled. This means that all sounds are loaded into RAM memory before the game starts.

  • Just got reply from YoYoGames.

    [quote:779ned81]

    Peter (YoYo Games Ltd.)

    Sep 21, 10:44

    Hi there,

    We are so sorry for any inconvenience caused.

    Our website is experiencing a massive amount of traffic due to the Humble Bundle sale.

    This is causing issues with the YoYo Accounts and GameMaker Studio updates.

    We are working to resolve this issue as soon as possible.

    Once everything is running correctly there will be a news post on our website to let everyone know.

    An update will also be posted on our Knowledge base as well: https://yoyogames.zendesk.com/

    We are sorry for any inconvenience caused and we hope to have this issue solved as quickly as possible.

    If you are still having problem/issues after the fix has been released, please create a new ticket and let us know and we'll assist you.

    Thanks for your patience.

    Peter

    YoYo Games Customer Support

  • I couldn't register for several hours on YoYoGames, so I tried to buy GM Studio Pro on their site and use redeems there, but I ended up with Server Error 500. Now after I managed to register, I can't use my redeems cause they already have been used haha. I wrote to the support hopefully they will fix it for me.

    It's around 60 000 bundles sold in such a short time, no wonder servers are overloaded.

  • Sometimes it's better to forbid installs for older devices, because if you allow users to install laggy game, they won't be happy anyway, and will just leave you with bad ratings. So if someone banned your device - he had a reason.

    A short quote from my e-book which should help you understand the Android API setting.

    [quote:5x8k0myk]Minimum Android API

    You have probably noticed that games in Google Play store have various Android version

    requirements. This is the place where you can set up a minimum Android version a device

    must have to be allowed to install your application. However, you cannot type an Android

    version here, but you must use an Android API version. Each Android version has different

    API version. The complete list of Android API versions you will find [here].

  • Crosswalk is the "thing" which basically runs your game. It's like a browser for JavaScript. Unfortunately for some reason the newer Crosswalk version you use, the slower your game is. But the newer Crosswalk version you use the more bugs are fixed in it and the more features it handles (at least in theory). In my e-book I encourage to use the newest possible, so it would be weird if I'll say opposite on the forum. However if CW14 is too laggy for you, you may want to consider using older one or if it's laggy only on some older devices you may rise the Android API requirement in Intel XDK which won't let to install your game on older devices at all.

  • Well then it's weird, but at least you know where's the problem and have a workaround. Regarding IOS I am not experienced with this platform so can't say anything. For me it works the normal way, but I haven't tested my game with Asus Zenfone 2.

  • Yes you do that in Construct 2, just drag&drop. C2 engine treats music and sound files a bit differently.

  • What I would try in a first attempt is to add to your moving condition something like "AND is not touching inventoryBackground".

    EDIT: as InventoryBackground I mean the image you have below your inventory area. In that way you cover whole area as exception. So whenever you touch the screen outside the inventory area the player will move, but once you tap on inventory area the condition will be FALSE so player will not move.

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  • IMO if you are focused on HTML5 games and you are already familiar with Construct 2 then you may stick to C2. C2 has very nice performance for HTML5 games, it's very user friendly and you can do whatever you want in a fast and simple way.

    However if you are focused on Android games, then for now C2 is not that good as Game Maker especially regarding performance. C2 is meant to be used with Intel XDK with Crosswalk. Crosswalk works great with devices like SGS6 (devices which are at the moment the strongest ones available), but older devices have problems running dynamic Crosswalk apps smoothly.

    Another thing worth to mention is that while in C2 you do not really need (or even can in comfortable way) to code anything, Game Maker is close with coding. You can code your actions inside the studio. If you are a programmer and you are familiar with some common programming/scripting language like PHP, JavaScript, C etc. then you will find it extremely useful - if not you will have to learn it anyway to be a happy GM user.

    So to wrap up IMO:

    Construct 2 - a must have for making HTML5 games and very simple mobile games (I believe this limitation should be gone within not more than a year)

    GameMaker - a must have if you are focused on mobile games and/or if you are a programmer. But to be honest, it's a sin to not buy it while you have a chance to order it for $12 instead of $450 anyway.

  • Move some sound effect file from Sound directory to Music directory, and music file from Music to Sound directory. This should tell you if it's a problem with the music file or way engine treats it on your mobile.

  • The bigger the better I guess. You can always resize the asset to make it smaller without quality loss, but not otherwise.

  • (sorry could not resist! ;P)

  • Boolean is not an action so it can't actually "work", it's a type of variable. There are various types of variables (of data types) where the most common are - let's say - string, integer and boolean. Let me explain you all of them, that should make you understang boolean better.

    String is a text type variable so you can store some text f.ex:

    • "Elvis is the only one real super hyper mega king of whole music history!" - this is some long text
    • "a" - this is a single character, but still a string, still a text
    • "1" - this is still a text, you see a digit but within the quotes it is treated as a string/text
    • "" - this is an empty string, like a text without a text but still engine treats it like a text if this is a string variable

    Integers are simply a digits like 0,1,2,3,4...

    Now as you can see strings and integers can have many different values. Boolean is a type of variable which can have only two different values: true or false. It is not a text "true" or "false", true or false it's just a logic assumption for the condition result. You can also think of it like the boolean may have only a value of 1 or 0. Switch is on or off.

    Now you probably wondering: "Why do we need a boolean if we can use Integer and just set it to 1 or 0, or even empty or not empty string?". Well that is a good question, and yes you can do it with integers and strings as well, but here are the reasons why you should use boolean if possible:

    Reason 1. To save some memory and what goes after increase performance. Depends on the programming languages, booleans may be a really tiny variables, but in other langs they are treated exactly the same like integers but just "wrapped" with the boolean functionality (something like "enum" in SQL).

    Reason 2. Safety. If you have a variable which should always be a digit, then you use integer, if a text then string if it's a switch/flag then boolean. If you use the proper variable type then you protect yourself from unwanted code results (calculation etc.).

    Reason 3. Because semantic code is the good code. This means that every functionality you build should be built using tools/elements which are dedicated for the particular functionality.

    If you are not an experienced develper then I understan those informations might be confusing or even sensless. Well but doing so is simply a good practice so I encourage you to stick to those rules, you will understand all the good things it brings once you'll get more and more andvanced developer. Especially once you start working in a team.

    I hope you get the meaning of boolean now, and as you see it doesn't "work", boolean is simply a flag which can hold one o two possible values officially accepted as true or false.

    If you write a game where you can turn on or off the lamp in the dark room, then you can use boolean to remember lamp's current state - isTheLampOn (true or false) etc.

    It is also worth to mention that if you think of it more closely then boolean is usually the answer for some question (is the lamp on? yes/no). Therefore a good practice is also naming boolean variables starting with "is", so the variable name itself tells you what question it's value answers to... like: isTheLampOn, isOnAir, isShooting, isMoving, isVisible etc.

    ALRIGHT! I was just about to write a short explanation and here's the "short" one haha.... but that is beautiful in development that even such a small thing as boolean is worth a discussion cause of its usability! .

  • Why not me?

    It might look like I have no other life than to serve you, but actually I do..

    I might have been a bit more eager to help you if you said "thank you" once in a while and asked "could you please" instead of demanding someone to do things for you..

    I feel my free time is better spend doing things for me or helping people who actually show appreciation..

    Good luck on your project!

    +1