Megabeard's Recent Forum Activity

  • Hey all,

    My game is getting closer to completion and one thing that still needs addressing is music and sfx. So, thought I'd make a thread here and see if we can work something out!

    My game, currently (But not necessarily set in stone) titled Boss Man is a 2D sidescrolling platformer in the same vein as Super Mario World and Donkey Kong Country. The plot of the game involves the player being unfairly laid off from his miserable (But necessary) job by the evil Boss Man to make room for his cheaper, wackier, and noticeably more evil replacements. Seeking vengeance for this unfair turn of events, the player is tasked with making their way through the gigantic skyscraper of his former employment, hoping to reach the Boss Man on the top floor and get some payback for the misery he has been put through!

    For this game, I'd like music that closely resembles the catchy themes from older SNES and Genesis games. I know it's more popular to go with chiptunes these days and may seem like an odd request, but I feel a 16-bit vibe is more fitting of my game.

    To negotiate things like pricing and for more details, please shoot me a PM if you have any interest!

  • Very good insight, thank you!

  • I considered going the free route, but also wanted to give the freelance crowd a try. The funny thing is, I don't plan on charging any money for my game, or making much of any profit to be honest. It's my first full-length game so I'd like to build up some experience before trying that. That being said, are rates for freelance composers generally high? I'm sure it depends on the composer, but just in general I'm wondering.

  • Just temporarily, I would try eliminating the dt expression from your game to see if that stops the shaking. That worked for me! The cost is that a little bit of lag came back, but it wasn't nearly as bad as before since other parts of my game are optimized now.

  • Hey everyone,

    Just an opinion related question here. Where in the development process do you feel it's time to start looking for music/sfx to put in your game? That is of course assuming you end up going the freelancing route.

    I am currently in the alpha stages and getting close to a beta. I had originally planned on taking care of things towards the end of my beta, but now I'm starting to wonder if I should take care of it at the start of beta, so there will be plenty of time for whichever composer I end up working with.

    What do you guys think?

  • Just wanted to give a brief update; my issue was being caused by the delta time function. I was using it to keep the fps at 30 when setting the player sprite position and camera. This really helped avoid lag, but it didn't seem to agree with some of the other computers the game was tested on.

    I also found the Round expression very helpful here to make up for my lack of use of the DT expression.

    To anyone else that may be struggling with this and happens to be looking around, check out the last post of this thread:

    Very helpful!

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  • Hi, I've been searching all over for an explanation on this and found nothing, so apologies in advance if this is something that's already been addressed!

    When I go to preview my game within the capx, the game plays just fine. I used internet explorer (Not exactly the Cadillac of browsers) and things were still fine, so I figured this would apply after uploading as an HTML5 game. After hosting my game on a site, however, a couple of issues came up, but none worse than the game constantly jerking and shaking. This includes the characters, backgrounds... everything shakes. Even more bizarre is that the only time this doesn't happen is when I play on my own computer (Which is close to dying, by the way) on Internet explorer. I tried Opera on my computer to more shaky results. All of my remote alpha testers have told me that they've experienced the same shaking and jerkiness across IE, FF, Chrome, and Opera. Even funnier, the game gets very jerky on my work computer, which is far more powerful than my personal (Which as I said, won't be lasting much longer sadly). I once again tried in all the major browsers, and while some other issues cropped up, the same shaking/jerkiness never went away.

    Needless to say, I don't understand what's wrong. How could my game work perfectly on a dying machine and in a not-so-good browser as opposed to several more powerful PCs across several different browsers?

    The only issues I've read about that seem similar to mine are when people export to Node Webkit, which let me make clear, is not what I did! I exported to HTML5, which to my understanding is supposed to work the best out of all export options.

    And I know it's not so easy to answer without a capx posted, but my game is nearly complete and I'd rather not post it. So instead I was hoping there were some general reasons for jerky movements/shakiness in a game after exporting to HTML5 website?

    Any help at all would be greatly appreciated!

  • I love how fluid this game looks, and I'm saddened to find out that I missed this at MAGfest somehow. Especially for a one person effort, excellent job!

  • That's because Ashley's too lazy to fix present features, instead he's overdosing on bleeding edge features that break a lot of everything.

    I don't think "Lazy" is the right term here. With the amount of updates that come out for C2 I don't think you can call anyone working on Construct lazy. That being said, as a (Mostly silent) observer throughout all the threads talking about all the exporter issues/bugs, I think this comes down to a rather large divide in the direction the developers are going and where customers want the product to go. The developers seem to want to focus on HTML5 and providing constant updates. People want to be able to release their games in several different formats and having it work correctly, not just on browsers.

    Some are saying this is just because those complaining are not good enough at coding. But to those people, I ask you: Wasn't the whole point of using Construct to make the process of programming simplified? What's the point if you have to jump through hoops anyway? I think that having to use wrappers complicates things a lot as well. It causes the size of your game to balloon and a lot of bugs pop up that wouldn't normally be there. Is that really a regular part of programming? I am no programmer so this is a serious question.

    Just my 2 cents, though it may not be worth much. It's just frustrating how there's always a catch. Construct Classic made it so that I could actually create games without programming knowledge, but it had too many fundamental issues to release a full game on it (eg. Can't do full screen without sacrificing paralax. Ouch!). Construct 2's event sheet system is unparalleled, in my opinion. It destroys GMS and Stencyl as far as I'm concerned. However, the lack of native export will end up hurting my game if I try to release it as a download or mobile. So I am limited to browser for now. And I think that a lot of people feel the same way, hence all the complaints lately.

    It's quite interesting to see people complain about plugs, and say they are migrating to platforms that require coding.

    Especially when it's GMS, because I don't think people realize that you can't do anything remotely complex in that program without learning their language, which once again, completely defeats the purpose anyway. Might as well get Unity at that point.

  • I'm impressed with how fluid the animation is. Well done!

  • I started off by building the engine with generic building blocks as placeholders for the characters, enemies, and objects. That took about 3 months working in my limited spare time. Then I built the levels, once again with the generic building blocks. Yet again this took 3 months.

    I was going at a pretty good pace, but then some life-related things came up and really slowed me down when I started the art. I began with the character design and sprites for everyone, protagonist and bad guys included. That took 4 months (Like I said, due to life related things) After that I went on to do the sprites and animations for anything cutscene related, which took about a month and a half. Finally, I am now onto the level environments. So far I'm a month and a half into that, and hoping to be done within the next month or so (But I'm always off on my predictions!!!). From there I will do Alpha testing, find someone to do music for the game, fix any programming errors, and put the finishing touches on the art.... kind of exhausting to think about really.

  • Super Smash Bros for Wii U is the game that I keep going back to, but I really should finish up Halo. I started the original last summer and did enjoy what I played of it so far, but I got distracted with other games.

    The next game I'll probably start is either Hyrule Warriors or Bayonetta/Bayonetta 2

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Megabeard

Member since 30 Jun, 2011

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