inkBot's Recent Forum Activity

  • To add a file as a resource to a project you right click the "files" folder in the project view and chose "add files"

    <img src="http://i79.photobucket.com/albums/j135/mr_norris/reosurce_1.png">

    You'll get a file dialog where you can choose the file oyu want to add. It'll be listed in the files folder. (You can add stuff to the "sound" and "music" folders but you won't be able to access the files from there so just add the files to the "files" folder)

    <img src="http://i79.photobucket.com/albums/j135/mr_norris/reosurce_2.png">

    Now you can use XAudio's or Audieres "from resources" functions to play and load them and they'll be compiled into the exe.

    <img src="http://i79.photobucket.com/albums/j135/mr_norris/reosurce_3.png">

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • No I did not, but what I don't understand then, how does construct knows where to find the sound files when I place a copy at my desktop?

    It depends on how you tell Construct to find them. If you tell it to play a sound located in "C:/folderwithmusicinit/music.ogg" then it will look for that specific folder, no matter what computer you put it in, and chances are that that folder and its content does not exist on any other computer than yours. This is why we have installers.

    If you use the "AppPath & [folder]" route then Construct will look for the

    corresponding folder/file from wherever you place your exe. So if you have an exe that plays a sound using AppPath but place the exe somewhere else without the sound file the sound will not play.

    And how to make a comercial exe? So construct don't extract the sound files in the exe?

    Not sure I understand what you mean here. If you add your sounds as resources then they will be compiled into the exe. This will make your exe bigger (not sure if it causes performance differenses) and you won't have to keep external files around.

    I can't release my game if I can't put my sound files at a safe locations because of loyalty rights :

    I assume you mean royalty rights. There's really no good way to keep files safe. If someone wants to steal your stuff, they will. Compiling the sounds into the exe will make it more difficult yes, so go with that.

    Edit: Maybe there's some funky encryption thing you could do, but I don't really know. Pirates seem to be able to crack through whatever blockade devs seem to think up. That's what I wanted to point to, not to say it's impossible to do a effective encryption.

    Edit2: Took out some unnecessary stuff.

  • I like that they used the analog slider idea they used with the 3DS for the new controller. No L3/R3 though, which isn't really a big deal since no Nintendo controller has ever had that to my knowledge and the screen can easily fill that functionality and more.

    ... WiiU/3DS crosscompatible Smash Bros... *droool*

  • How did you do the code for playing the sounds?

    If you used "Apppath & (wherever your sound file is)" then you'd have to have the sounds included in whatever folder you have your exe in for the sounds to play. I assume this is what you did.

    If you add the sound files as resources and instead use "play from resource" they will be compiled into the exe.

  • I'd much more appreciated it if they gave us credits to spend instead of giving us a choice of 2 from 5 lackluster titles. =/

  • Should be simple to implement.

    Not necessarily. The InputSystem plugin could very well be an indicator of the very opposite.

    I haven't had any problems with the Input System plugin so far. I'd say go ahead and use that. Even if they could add the functionality to the MouseKeyboard object (simple or not) I imagine there's stuff that have higher priority before they'd get to that.

  • When we talk about art and games the focus is almost always on the aestethics, audio story and intent of the games. While those are all fine and valid points of discussion I think the scope of discussion has become stunted. A large part of what makes games games is the mechanics and I think that the discussion needs to encompass that as well, because that is what makes games unique.

    Take previously mentioned Tetris for example. Why can't that be considered art? Sure it doesn't have an intended meaning, but it doesn't have to. You can easily derive meaning from the mechanics alone if you wanted.

    For me I think it all boils down to one thing. Can games be art? Yes, but they don't have to be.

  • In short, I've always wondered a little bit why, if we're going to call games art, just not list the best fucking games we've ever made, instead of these really short and often not-very-fun platformers and screensavers.

    Because if it's not pretentious and/or boring enough, it's not "art". =P

    But seriously, I hear you and I'm with you. The whole problem with art games as I see it is that people are kinda going about it the wrong way (though when you talk about "art" there is no wrong and anyone telling you different is completely right). Instead of judging games on their own merits, people need to compare games with other artforms. You don't judge a painting the same way you judge a piece of violin music right?

    To add to the list:

    Shadow of the Colossus, Silent Hill 2, Secret of Mana, Terranigma, Megaman 1-ZX

  • Yeah I'm sure they'll fix the bugs that pop up.

    It does have a lot of good things going for it though. If there's a way to have Stencyl allow a projector to display the game fullscreen, and add some gamepad support, I might take a crack at learning AS3 with this.

  • I'm a bit disappointed really.

    I find the event/code block system to be much too convoluted and counterintuitive. I wanted to do something as simple as change the X offset for the "Camera Follow Player" behavior, something I can and have done in less than a minute in Construct, but in Stencyl I don't know how to go about it. It doesn't really help that the getting started tutorial in their help section requires an internet connection. I only have wireless were I live and I don't have a wireless card on the computer I work on.

    On top of that, their own code is buggy. I tested a scene with the Jump and Run kit. If you jump from to high, or have too high Y velocity (not sure), you fall through the terrain.

    When I first clicked around in it I thought that I might actually use this for something until C2 is ready for actual work, since CC only does windows, but looking at the convoluted block mess, the unstable code. Yeah, I'll just stick to Construct Classic. Windows has the larger userbase anyways.

  • Closest I can think of right now would be Limbo.

  • There, I got it downloaded now. Gonna give it a go and see if it's good.

    First impression is that it's pretty slick.

inkBot's avatar

inkBot

Member since 25 Nov, 2009

None one is following inkBot yet!

Connect with inkBot

Trophy Case

  • 14-Year Club
  • Email Verified

Progress

15/44
How to earn trophies