C-7's Recent Forum Activity

  • You might not be seeing it if it's instant (in the same event).

    Try On Click, create object, system>wait 0.5 seconds>destroy object

    It should show up then. It would be better to do fading and such, but getting it to just work is most important.

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  • You're correct in your thinking of using an invisible sprite. There are a couple ways you can do the sequence of moves. I like having a variable I use for a timeline and changing that once the camera reaches where it needs to go. So when you want it to start, set Timeline=1. Then have an event going

    Timeline=1, Set Camerasprite.X to Camerasprite.X+100*dt.

    -----subevent: If Camerasprite.X > 650, set Timeline to 2

    And then conitinue with your second set of actions with Timeline = 2 and so on. You can modulate the X and Y position through adding or subtracting the amount you want per second (hence *dt in the event for 100 pixels per second gradually). You can also change the zoom level with System Scale doing the same stuff. You can even get fancier with your movements and use lerp instead of just adding or subtracting. Some people like using the bullet behavior on their moving sprite, but it is just as simple to not.

  • Just a quick shot of some waves: <img src="http://www.adamprack.com/materials/waves.jpg" border="0" />

    Which were surprisingly difficult to set up while preserving the integrity of the sky reflections and such.

  • I like the doctor ogselby style

    The link works now, but, no, I skew to a much different type of music than he.

  • have any funky music

    Not as much as the rest, but yes. This is the most recent, though a bit more rock-oriented. I made it during a short-term Overclocked remix competition based on mega man 2 themes.

    WhenRobotsCollide

    And a softer type, but still upbeat.

    Light

    In terms of slap-bass and saxophones, though, not quite my strength.

  • Waves on the beach in Courier

    <img src="http://www.adamprack.com/materials/waves.jpg" border="0" />

  • <font face="Arial, Helvetica, sans-serif"><center><font size="6"><font color="green">Music Services</font></font>

    Professional Music Composition

    adamprack@gmail.com</center></font>

    I�m offering professional-grade music with the option of having an adaptive soundtrack for your game. I�m experienced in a variety of genres, and I love incorporating live instruments into the mix for added realism and a better feel. I can create the type of music you will need: one-off, looping, or adaptive/interactive. For Construct 2, I can even help you with your audio eventing to get the most out of your game�s sound experience.

    Here is my most recent demo reel which contains samples of larger works of mine. It covers everything from solo piano to rock with orchestral and electronica throughout.

    [TUBE]2b_6yZF5jW4[/TUBE]

    Speaking of adaptive soundtracks, here is an example I made (and composed) of adaptive music working in C2 within a browser. This demo works on decent phones, tablets, and computers using the Web Audio API. It gives a good idea of music incorporated into a project and responding to in-game triggers.

    <font size="4">Adaptive Soundtracks</font>

    Instead of hiding behind a private message wall and to help you designers and producers in your process, I�m keeping my pricing right here for all to see. It is a combination of a reduced per-minute price and a reduced royalty with a cap. It is a slightly more complicated approach, but it ends up fair for a wider variety of projects.

    I charge $120 per minute of original music. I charge $80 per minute for each additional version of a track (in the case of an adaptive soundtrack, which I highly recommend considering). These prices include 2 free rewrites (small modifications are fine regardless) to make sure your music fits exactly what you need.

    I also charge a small royalty, but only if your project is successful enough. I will only accept royalty payments if the per-minute creative fee you paid is less than 20% of your project�s revenue. In addition, once you get past that revenue threshold, my per-minute fee + royalties can never exceed 20% of your revenue regardless of how much music I create for you. I feel this is fair so that I can�t take more than is reasonable from smaller projects, but you can also actually get a better deal for yourself proportionally if your project becomes really successful. At request, I can show you my spreadsheet that I use for quoting that gives a very detailed breakdown of everything.

    Here is the breakdown of how minutes of music translate to percentages:

    • Less than 5 minutes - No royalty!
    • 5 to 10 - 2%
    • 10 to 15 - 5%
    • 15 to 20 - 7%
    • 20 to 25 - 10%
    • 25 to 30 - 13%
    • More than 30 minutes - 15%

    I suspect the majority of projects won�t need to pay any royalties, but this breakdown allows for fair compensation based on how much music is put into the game. Remember, though, that I won�t collect any of those royalties if you don�t make enough revenue for it to be fair.

    I also would help contribute to your funds. I retain the rights to sell the music as a soundtrack album (you can use it as much as you�d like for the game and promotional materials, excepting a soundtrack release), but I will give you a matching percentage of royalties from soundtrack sales equal to the royalty percentage I receive from your game, but without the threshold described above. So even if your game doesn�t make enough to pay me royalties, you�ll still receive royalties from the soundtrack at the rates listed above.

    <font size="4">You can hear even more music of mine on my sites: http://www.adamcreations.com and http://www.adamprack.com

    You can contact me at adamprackcly@gmail.com or via private message on this forum.</font>

    I really look forward to working with you and helping your game be a success!

  • Thanks C-7 if this works it will save me much time when creating new levels/worlds... if I am currently saving as a project, wouldn't I be able to save as a folder the next time, then make the changes, then after that switch back to saving as a project?

    Yes. You can switch back and forth as much as you'd like.

  • Tell me more!?!?!? This sounds like an amazing thing all my graphics, etc... are stored infolders, but doe you mean a specific project type? Or just using folders? That would be great, Could I duplicate the animation, then just swap out the graphics in the copy?

    He means if you are saving your project as a folder project instead of capx (in the file menu it's something like project), then you can go to wherever you are saving your construct game and see all the files. They're in the "animations" folder. So in C2, right click on the file/sprite you wante duplicated (not in the image editor, the actual sprite on a C2 layout or in the file browser) and select duplicate type. And I apologize for not being near C2 at the moment so my terminology may be off.

    Then you can go into the animations folder (the one made by C2), go to that new duplicate, and copy-paste replace the frames you want to replace. C2 will read those new graphic files but it won't go through the import process so the collision polygon will remain. So you'll still have to set the polygon at least once, but for subsequent variations, it goes much faster.

    Hopefully that all made sense.

  • It looks awesome! The original was a lot of fun and that trailer makes it all look even better!

  • I did a minor update to both the demo and the capx to reflect smoother transitions. The increase in audio uses lerp now instead of just standard gain to even out the sound levels between the new and old tracks.

  • trollface

    It works now. I forgot to include http://

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C-7

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