C-7's Recent Forum Activity

  • Currently busy with Atmosphere Loops and SFX for Wrangler 's Dungeon Buster

    picture

    Ahh FL Studio. It brings back memories! The game is looking great, though.

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  • I haven't tried to use a camera, but I assume one camera is at index 0 and the other is index 1.

  • "Zero based" means that 0 is the starting number instead of 1. In most computer-related stuff, you start counting with 0 (it doesn't mean "nothing", it is simply the first available number). So 0, 1, 2, 3, 4, 5 instead of 1, 2, 3, 4, 5, 6.

  • You can still use "Load image from URL" locally. Leave out the address and it will point to the Files folder from your game by default. Are you trying to load an image from elsewhere on your the hdd?

  • Is your afterburner object a sprite? If so, just do something like

    -->Is mouse down, afterburner opacity<100-------set opacity to Self.Opacity+300*dt

    -->Else, afterburner opacity >0-------set opacity to Self.Opacity-300*dt

    That will make it fade in and out where 300 is the speed. If your object is a particle object, just set the firing rate to something when the mouse is down and 0 when it isn't. I wouldn't recommend creating and destroying your afterburner object every time you click, though.

  • I get it when I undo moving an object too. It didn't used to do it, though.

  • There isn't a way to preload it like you're asking, but I have a fade in/out to black to hide and smooth out the transition.

  • Firstly, that's just not how you would make a level. At the very least you need to split it into smaller chunks and combine them. A 12,000 pixel background is going to cause you all kinds of problems on many devices and later in development. You could then use collision polygons and the solid behavior on each section. Otherwise, invisible sprites with the solid behavior overlapped over the background.

  • If your game is as tiny as you say it is, that sounds absurd. There is a definite overhead with nw.js, but you've got to have a bunch of audio or large files in there somewhere. That said, the 64 bit versions are always larger than their 32 bit counterparts. The 64 bit Windows version of my game is 15MB larger than the 32 bit version. But even still, I have TONS of images and files in my game and it still exports somewhere around 120 MB. I've put a lot of effort into being efficient, but it's no small game.

  • I have a new devlog up about the first boss battle in my game! It's a large, projectile-firing turtle hybrid. Why not, right?

    Also, there will be a new, updated trailer coming out NEXT WEEK so be sure to check back!

  • -> On function showPages
         -> ConditionsForPage1   ::  CallFunction(GeneratePage1)
         -> ConditionsForPage2   ::  CallFunction(GeneratePage2)
    -> On Enter Pressed             :: CallFunction(ShowPages)
    [/code:2uy5ya2v]
    
    Just put all of your events to show pages into its own function that you call when they press enter. Just reference whatever variables you set up in the generating functions so it shows the right stuff. No need to pause a function and wait, just make that part its own function.
  • Have you tried just making a second function that happens when the player presses enter? One function to generate, another function for the user input. That sounds like essentially what you're trying to do anyways.

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C-7

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