C-7's Recent Forum Activity

  • I know this is a closed report, but this happens to me on Windows occasionally. I think individual layers get bugged after a long while sorta randomly. If you haven't found one, I have a workaround for it. Just make a new layer, highlight everything on the layer that's disappearing, and use the properties window on the side to switch them all to the new layer. Delete your old layer, rename the new one back to the original name and things should work. I've had this come up on a couple layouts, but this workaround seems to fix it.

    Most often, though, it's a single object causing it. When things are disappearing, zoom in and scroll around. You'll probably find a place where things disappear, but reappear when that part isn't on-screen. If you delete everything in that region, it usually fixes it, but you can also narrow it down to what is causing it and replace/remove that single object and things usually get fixed.

    To show this, I had a place in my game where this was happening. I took a quick, compressed video to show it. I scroll around the layout showing things work unless a certain portion is on-screen. Turns out, it didn't like a 9-patch object I was using (though I've used it elsewhere just fine. No idea). Once I narrowed that down and deleted that object, everything displays properly again.

    http://www.adamcreations.com/show/2014- ... 855-41.flv

    I just added the objects back in a minute later and things were fine.

  • That one capped at 7% for me. Quite respectable.

  • It's a neat effect! I never got past about 17% on it for CPU use, though I could see it really tanking some older computers. I really don't know a better way to do it, though. Your way looks more polished than how I would've attempted it.

  • > Don't worry about trying to play them at the end of the last audio clip--that would never work and would sound bad. Instead, export each measure or whatever you're using individually but don't cut off the decay at the end of the audio.

    >

    ahh yes, like in RMX or REX beat slices and let them overlap. Very cool idea.. so you just have to do the math to figure out the timing of when to trigger them... (song_bpm / 60) * 4 (beats per measure). And if you are syncing them with a "master track" like you mentioned previously you'd figure out multiples of Audio.PlaybackTime("master").

    if you cut up music into small enough sections (not too small) then you'd probably never have to re-sync right? Since the timer would keep everything together and the music wouldn't be technically "looping" because you'd be doing that manually...

    Right. No re-syncing ever if you use small chunks triggered from a timer.

  • > The best way I've found around this is to do a bunch if small clips (usually measures or passages) cued with a timer.

    >

    that's interesting, and do you cue these passages or measures together in a playlist so they play after one another? I'm actually experimenting with this for another reason entirely.

    More or less, yeah. Don't worry about trying to play them at the end of the last audio clip--that would never work and would sound bad. Instead, export each measure or whatever you're using individually but don't cut off the decay at the end of the audio. In other words, let the last note or whatever you have ring out. Then start each new clip accurately time-wise while the other one's decay continues through like it would in real life and you have seamless, cued music. You can interject at any point and change which measure comes next. At the very least, I randomize the order of segments so that the music isn't as repetitive. But you can also have the music move to different sections at those break points to fit the mood or location of the player while preserving the flow of the music (ie, don't cut off crap or start things in nonsensical places). I like using transitional measures for this or simultaneously playing something like a suspended cymbal roll placed at a division of the measure to sell the transition even further.

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  • Thanks!

    jobel ideally you would only sync silent tracks (in my own game, I do it immediately prior to a track fading in), but if the tracks get to far out of sync when audible, the player would hear something anyways.

    The best way I've found around this is to do a bunch if small clips (usually measures or passages) cued with a timer. I do this method most often now, but the fading once is so both viable and interesting.

  • Here are a couple shots from my new devlog going into more detail about the game's progression. Here's a zoomed-out shot of the castle town area and a look at how the in-game map looks.

    Click for full size. Seriously, do it!

    Click for full size. Yes, this one as well

    So, yes, I have a newly-started devlop detailing development! Check it out!

  • Ashley Thanks for the reply. I didn't expect this problem to occur when setting a value without doing any actual calculations to it. How come this doesn't happen if I use the Set Angle to 180 action then? Isn't that doing the same thing?

    It's because 180 degrees is equal to 1 radian, so it's a simple conversion (so it's actually equal to pi, too).

  • I do similarly to JohnnySix, but I just scale the whole layout and use layer scale rates to omit them or adjust them.

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  • Tinimations Your game is always fantastic-looking! Great work!

  • You only have to set the font change event once at the beginning of the game. How is this difficult? Wait, how many text objects do you have? You should use multiple instances of the same object and not add a whole new text object every time you want more. Anyways, what you're asking for can't be done in a browser and would have to be set up as part of a custom installer (has nothing til do with c2) if you're using node WebKit.

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C-7

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