C-7's Recent Forum Activity

  • No, but I would always welcome more control over handling audio at least.

  • After putting in some thought, I think there could be some workflow benefits.

    Firstly, collaboration could be far more streamlined like this. Obviously, you'd need to be online, but that's not a big deal for collaboration to me.

    But as far as workflow, it could be awesome. Hear me out. So if it were a possible multi-tab thing, it could really be great. So there are obvious things like layouts and event sheets being in different tabs (if you want). So now drag one of those tabs out into its own window on another monitor. Cool so long as they update each other. Now allow plugins to be in their own tabs or windows. You could work with a timeline plugin or animation plugin in its own tab and watch it update the project on the other monitor. Cool, now have a teammate doing that on their own machine while you do control work. You could multitask yourself or with teammates across operating systems in near-realtime (probably 'save' could be an auto-cloud-push). Then maybe plugins are paired to your account but hosted by Scirra. Have the stuff available everywhere even if your work rig is not.

    And that could all be possible without any teammate having to install anything. Ever. That's a service and workflow I can get behind.

    Now is this how C3 will actually work? No idea! But I think there's a ton of potential to this and I'm interested to see what Scirra has come up with.

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  • No problem! Glad it got cleared up! I suppose at runtime you could potentially make a call to preload or something, but there's no real use, just have them do it in first.

    Glad I could help!

  • The audio files are all put in a media folder and can be replaced freely before or after export. The easiest way would be to require the same file names as your example files. Otherwise, you'll have to pull file names from an XML list or something.

  • It all depends on the game, of course. Once you know the tools, you can work rapidly. That also means you could, instead, create a massive amount of content.

    This was 48 hours solo for me:

    Little Girl (ludum dare compo)

    This is an ongoing multi-year project:

    Courier

  • I've got a new trailer out that shows a ton more of the game! See snippets of bosses, enemies, dungeons, puzzles, environments, and more all set to original music!

  • Brand new trailer for Courier! It shows a ton of stuff, so be sure to check it out!

  • I use the browser object to log a message in the console for events I want to fire. It's a really quick way to do this and you can just pull up the console in chrome to see it.

  • It's looking great! Really nice mechanics!

  • The .m4a is the problem. m4a only works in Edge and Safari. Ogg works in Chrome/chromium and Firefox I believe.

    When you import sounds into C2, import them as WAV files and it will automatically convert everything to both formats. They must both exist for cross-platform support. Now if you're packaging as an .exe through nw.jw, you only need the ogg files.

  • Even though it's going to be a non-issue eventually, just play a silent positioned sound at the beginning of the game to make the jank hidden.

  • I noticed that every layer has properties rendered in the debug console.

    Does these properties requires alot to calculate and would having lots of them slow down my game?

    I use a lot of layers and it hasn't been a problem. Remember that debug is always slower than actually running the game--not all of that stuff you see in there is displayed constantly at runtime. I don't think I've gone past 30 layers, but the layers are just containers of objects. Nothing more. They're functionally identical to putting all of the objects on the same layer and possibly multiplying movement and positions to account for parallax values. Effects and Force Own Texture layers are the only instance where that's different because then that layer is rendered by itself and then placed with the other layers.

    So just try it out, run tests, and change things if it doesn't work.

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C-7

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