KrushBrother's Recent Forum Activity

  • Nice, nice, and nice!

    Will come in very useful.

    Krush.

  • Thanks for a very informative post Newt.

    Much appreciated.

    I'll take a look at getting the wav filesize down without losing too much quality, and have a play around.

    The reason I wanted to use OGG was to keep the project filesize down, even though I don't have a clue how big it will be at the end.

    I'm afraid I'm the same when making 3D models.

    I like to get the best looking model with as few polys as possible if it's for a game rather than render, probably because I've seen too many poly-heavy models over the years.

    Maybe I shouldn't be as strict on the size of the wav files until I get closer to finishing the game (but I know I'll spend hours in GoldWave getting them just right )

    Thanks again for the info.

    Krush.

  • Take a look at the platform tutorials by Deadeye.

    You may need to use an earlier version of Construct (not sure which version you're using), but they should explain quite a few things concerning animation and platform behaviour.

    There are (supposedly) new versions in the making that makes use of the newer Construct features, but they haven't been released yet.

    I think that Deadeye is waiting for version 1.0 of Construct to be released, but I think he should release them now, and update them when 1.0 is released (seeing as he'll have to update them anyway if anything changes towards 1.0)

    What do you say Deadeye?

    Krush.

  • Thanks for replying rojo.

    I've found that using both methods you suggest gets the same results as you, except that the last 2/10ths of a second are cropped off the end of the sample (not played completely).

    I mentioned the devs having to sort out the Xaudio side of construct by version 1.0 months ago, based solely on what others where saying in various threads.

    Now I'm starting to put more sounds into the game, I can see where others were getting frustrated.

    One of my projects can easily be transferred over to another dev platform, or even C++, because it's still in the design stages, but I've put a lot of effort into the Construct side of my other project, and it would be annoying to lose all that.

    I'd like to hear what the devs think.

    Is the XAudio where they want it to be at, or do they have plans to give it some serious attention.

    As it stands, loading from file into channels works like a charm, but I'd prefer to store the samples away one way or another.

    Any chance the devs will consider allowing us to load files from password-protected ZIP files?

    Like I say, the playing of OGG files seems fine when loading from file into channels, so this would be a good solution.

    Krush.

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  • It is actually possible to make .exes out of Inform projects, though not many people do. I don't have the link handy, but I know it works - I've done it myself, a while ago.

    Well in that case, I'd better take another look at Inform.

    I can't remember what version they were on when I looked at it last (it was a little while ago), but I'm going to take a look at the latest version to see if you're right.

    Thanks for the info,

    Krush.

  • Well, it's definitely nothing my side, so it must be construct.

    Converting both OGG files that I was using to WAV, I am able to load them as resources and then play them on their channel when I need them without problem.

    The problem there is that the 15k OGG file becomes a 191k WAV file, and the 106k OGG file becomes more than 1.6 Mb.

    Yes, I can probably get them down from that, but I'm not prepared to lose much quality to get the filesize down, when the OGG does it so well.

    This is a real showstopper for me.

    I can't see me developing anything in Construct with this restriction.

    Is this just a bug that has been missed for so long, or is there another reason for it?

    BTW, this forum hasn't died has it?

    Seems to be getting quieter all the time.

    Time for the Devs to start making regular appearances again perhaps?

    Krush.

  • The only problem with Inform and the like is that the end user usually needs to run them through an interpreter to play them.

    I'd like an adventure to be contained in an exe, show a title screen, and then allow you to play the game.

    I've never come across a text adventure game creator that compiles it all into an exe file.

    If anyone has, I'd be interested to hear about it (although I doubt one exists, as I'd have probably found it by now ).

    Krush.

  • No-one else had this problem?

    I'm going to go back and have a look at it this afternoon, but I'm pretty sure I've eliminated all human error and that this just doesn't work.

    Krush.

  • Hi all.

    I've been playing sounds from file in the past, but now I'm looking to see how it goes with using the sounds as resources instead.

    After a good 20 minutes not understanding why the sound won't play, I found this thread:

    http://www.scirra.com/forum/viewtopic.php?f=3&t=4884&p=38805

    Was it true back then that OGG files couldn't be played from resources, and if so, is it still true now?

    Krush.

  • I think pretty much everything could be done in construct, but with Python being so good at text manipulation I'd say that it's the way to go.

    I loved the old text adventures on the ZX81 and Spectrum.

    In fact, after reading this thread initially, I booted up the speccy emulator and had a quick go on the Hobbit.

    Of course, the problem is that there are both text and graphical text adventure creators available free on the Net, but it would still be a worthwhile project in Construct just to prove that it could be done.

    Krush.

  • we might end up doing tiles anyways but thats not gonna look as nice.

    There's absolutely no reason why it couldn't look exactly as it does now by using tiles.

    Think of it logically.

    Every piece of graphic you have in your large bitmap can be cut into small pieces, eliminating all the blank space in between.

    You can then stitch together the scene using the smaller pieces, getting just as much variation, but using a lot less resources.

    It just comes down to planning.

    If this is indeed for a school project, then you're going to get marked down severely for ignoring one of the more important aspects of game design.

    Krush.

  • In its simplest form you want to be looking at using a flag variable like "Carrying" to see if you're carrying something, and use a private variable as a flag for instances of your objects you want to carry.

    To pick up an object:

    Button Pressed

    +Carrying is 0 (false)

    +Overlapping object

    ---PrivateVariable=1

    ---Carrying=1

    To drop an object:

    Button Pressed

    +Carrying is 1 (true)

    +PrivateVariable=1

    ---PrivateVariable=0

    ---Carrying=0

    ---[Update object with new position coords]

    And use an Always to position object above player:

    Always

    +Carrying=1

    +PrivateVariable=1

    ---[Position object above player]

    You can improve it by making sure that you can't pick up whilst overlapping more than one object, and you can't drop whilst overlapping another object.

    Krush.

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KrushBrother

Member since 24 Sep, 2009

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