Mystwalker's Recent Forum Activity

  • Ashley : Just letting you know that the preview problem seems to have been fixed in the new r72! Whatever alterations you made the audio seems to have fixed it.

    Thanks!

  • I will not give an opinion on Arcade shooters, since this genre, along with FPSs, I cannot seem to be able to play them for more than 5 minutes before I start bleeding from every orifice in my body, meaning, they bore me to death.

    Platformers are a different story, these can be extremely fun and addicting, but also can make you wanna skin yerself alive. I like platformers where there's a sense of advancement, getting new moves, new skills, etc., that kinda stuff, you know. These sort of platformers weren't very popular back in the old days, usually they were very straight forward and simple. If you are going to make a simple platformer, make it short, same length as the first Mario for the NES is perfect for this kind of platformers. Keep it fun though, give interesting power ups and stuff like that. You can also make it longer like this but this takes a lot more effort, one my favorite long platformers is Yoshi Island. The game was relatively long for a straight forward platformer, but it was fun and interesting, many puzzles and secrets.

    If you plan on making the game reward you with upgrades and/or level ups (beside the typical power ups), you should make it longer. When you add upgrades and levels (character development levels), maybe even different equipable weapons, the game becomes a candidate to be long, but also more technical in nature, these are the ones I like to play. You don't have to have a great story for any of those two genres, although, platformers with RPG elements usually tend to have stories.

  • newt:

    You can drag the action, holding the ctrl key to the event without action.

    A straight dark line "previews" the placement of the copied/duplicated action.

    You can also select the action to copy, use the shortcut ctrl-c to copy and then select the destination event or the condition itself and use the shortcut ctrl+v.

    : Object is Boolean_name = true

    Right click : Invert

    Object is not Boolean_name = false

    Inverting conditions in this manual article.

    I see, now it's clear what it means. I knew about inverting conditions, just didn't occur to me that's how the Boolean worked in C2. Thanks!

  • As to the first suggestion, +1. It would be nice if you could click on an action and choose to either place it below or above it. Plus it would also be nice if there was a way to paste an action into an event where none exist yet. As it is now you have to paste it into another conditions actions if you want to use it.

    ^ This too!

    On the Boolean, At least you can tell whats going on comparing 0, or 1, but that also gives you so many more options. Like say you had two conditions to compare, you could use those together to expand like if variable a + variable b = 2... do stuff. Basically if they are both true.

    I didn't really get that... so I am gonna ask, When it says "[Object Name]|is [Boolean Name], what does it mean? I am used to do this: [Object Name's [Boolean's Name] ]|is [on or off/true of false/0 or 1] then do [this or that]. That's why I am confused. <img src="smileys/smiley18.gif" border="0" align="middle" />

  • ...make the pasting more precise? I don't know if it is happening to me only, but when I paste something, it always goes to the bottom of the block and I have to manually put it in the right place. This gets quite annoying when you have basically the same code repeated multiple times, but with minor changes.

    Also, The audio plugging, does it have an option to check for if a sound/music has stopped playing? Could it be implemented?

    Thanks!

    EDIT: OH and yes, the Boolean are confusing sometimes...

    For example, I have an object with a Boolean called "Active", in the conditions, I am not able to set it to true or false, it just says "[object name|is [Boolean name]. O_o Does this mean it's always active or ...? I have a hard time getting used to this, because I always worked with Boolean in a way where it was either, on or off/0 or 1/true or false.

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  • Pre-loading is not necessary at all, it's just to reduce the latency for sound effects. If you don't pre-load it just streams it from the server which is ideal for music. I guess this is why I need to hurry up and write the Audio documentation :) So yeah, just get rid of all the preloads.

    Ashley: Oh man, thanks! ^_^;; So I guess this must have been the problem all along. This seems to solve the problem for the exported project only though. =\

    Does the preview work on yer computer? On mine it still does the same, gives me same errors. O_o

    However, exported project works like a charm, no errors given on any songs! So maybe this is a bug indeed, but only in preview mode? <img src="smileys/smiley24.gif" border="0" align="middle" />

    PS: I haven't run the project from an online server yet though, but in my knowledge, it should still work.

  • This post it's a call on the thought that EXE is "slightly" better at performance then HMTL5.

    Diversity is a good thing. And I knew the EXE wouldn't come for at least a year, and that's fine. HTML5 has portability (everything else it's all a point of view) over EXE, but EXE has performance over HMTL5, and I do not think it's "slightly" at all though. See, I have a computer which is not powerful at all for today's standards, but still, amazingly enough it can run games like [prototype], RE5, Alice Madness. etc. without feeling like it's struggling or chocking. These games are HUGE in size and also heavy on graphics. The HTML5 games I have seen, aren't big at all, in fact they are quite small. Yet, I struggle to run them on ANY browser, it lags, freezes for a few seconds and it's choppy. To this day, I could not play a HMTL5 game that runs 100% smoothly. So, is HMTL5 a format that leaves the old computers without a choice? Why is my computer having so much trouble running HTML5 but not heavy 3D games as EXE? Would these same laggy/choppy HTML5 games also lag as an EXE? I can tell you right now and quite surely, they wouldn't.

  • Exe exporter won't be coming anytime soon most likely.

    Yeah, the more I read this thread, the more convinced of this I become. Or possibly, it will never come from Scirra, but from some developer who wants it done, which, would be pretty rare to be completely frank, however if it was a paid effort I wonder. It is pretty futile to keep on arguing on which is the better platform, as nobody is going to change anybody's mind about it. Although, why make C2 flexible with other platforms if the developers hate anything not HTML5?

  • - yikes! Your project has 'every tick - preload' and loads a tonne of audio files every tick! Browsers have pretty fragile audio support at the moment and code like that ("please download 40mb of audio files 60 times a second") is exactly what seems to break the browser completely. I've spent a while debugging it but I can't find anything I can do to make this code work, it just seems to choke the browser.

    I tried making it only preload on start of layout, but it didn't help - I think preloading everything on startup is enough to choke the browser. Why do you want to do that anyway? It'll just waste bandwidth, since you got the user to download everything even if they just want to play 1 track. This is exactly the situation you *don't* want to preload anything, streaming on demand from the server is just fine.

    Anyway if you delete all those preloads it seems to work. I've tried improving stability for preload, but I couldn't fix it completely with all those preloads on, and I have the feeling it's a browser problem. So I think the workaround is just to delete all the preloads, which makes more sense anyway.

    Every tick?! WTH... madness, it was supposed to be at start of layout. I pre-loaded the files because I figured that's how the plugin works? I thought in order to play the songs they'd have to be pre-loaded first, seems I was wrong. If you do not need to pre load anything then even better... It takes 50+ lines of code away. So you are saying the work around it's just stream? Without any kind of pre-load?

  • Thanks.

  • EDIT: Also executing a local server to execute your exported project prevents the annoying message. That's how preview works. It's a local server allowing you to execute your C2 app as if it was online. It works even if you're not connected to internet, and I think this is the solution that wrapping solutions propose.

    So here goes the points 1, 2 and hopefuly 3 of your argumentation.

    This point has already been discussed/covered in several topics in the forum.

    I know that, but taking into account that web apps. are aimed to be easy to use, don't you think doing this would prove too much for a person who doesn't know jack? I don't believe Scirra will ignore the EXE exporter, there's no reason to and plenty NOT to.

    It just makes you think, have people really become so lazy that installing or running an EXE proves to be such a Herculean task and are willing to sacrifice the advantages? Is the assumption that HTML5 someday may get as good as EXE, reason enough to ignore EXE when it is still the best option?

  • zenox98: Ah, it's under Sub-Event. I was looking under Condition.

    Thanks!

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Mystwalker

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