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  • Sound responds differently depending on whether the sound is in the sound folder or the music folder. And iPhone handles music and sound files a little differently so, sometimes other options will work better like "mute" or "stop" but even that will depend on what folder the music or sound file is. I strongly suggest you read the audio section of the manual again at this point so it's fresh in your mind as you approach problem solving. In my experience you need to test on a variety of Android phones and you can expect some differences in how the sound responds depending on the OS version and the bowser (if it's a mobile web game). I cant speak for XDK but, Whether I use the audio object for mobile web or cocoonJS, I expect varied results with Android. I can almost always get the desired result for most devices. And of coarse, the newer the device, the less issues. Generally, I make sure everything works iPhone first and then approach the Android issues.

    Read the manual.

    Evaluate the if the correct use of sound and music folders being used.

    Explore different options in audio object for stopping sounds or music.

  • Could be a zombie apocalypse with future weapons.....2030?.....I call dibs!

  • The Audio object is petty common and your going to be using it a lot. Let me encourage you read the audio section of the manual. It covers everything. Background music should be placed in the music folder for a number of reasons you find in the manual. Set the music to looping. It will continue play when you change layouts.

    Good Luck

  • Very Kool stuff. Thanks for sharing!

  • I have sometimes found that sometimes C2 was unable to covert some .wav files to the other formats and I had been forces to do so manually with other software (AVs Audio Editor). Not the fault of C2, but rather do the varying nature of .wav files. I have had the same experiences you've noted above with Audacity. It seems a lot of people use and recommend Audacity, however I've found AVs Audio Editor to be far superior, better for conversion and file size reduction. I've found the best practice is first use C2 to import and covert my wav files. After I use AVs Audio Editor to reduce or compress the final files directly in project's audio folders. I've found when reducing the MHz size of the file the audio often gets corrupted or quality is damaged. AVS Audio Editor does a superior job on all counts. There' plenty of info how to accomplish any action. Just google it!

    In addition it will convert any sound into any other type and has number of the great features for creating audio effects that any game developer will appreciate.

    Good Luck

  • Ok. Do what you feel comfortable with. And yes you can compile a lot more into a single layout. As my example states, sometimes it all in one, and others, spread out across multiple layers. Believe me, the more you pile on a single layout to accomplish visually, especially with large changes including backgrounds, it's going to become more confusing. And of coarse using touch creates more problems as you stated but only because don't know how to resolve those issues. You should also being TiledBackground object and not large sprites for backgrounds.

    For another example; You could group all code into groups by layer and disable and the enable groups while scenes change with the use of making layers visible and invisible. And you'll definitely be using more memory.

    Aside from that, I'm only pointing how much work it is to think through. There's going to plenty of cases where you can do it and others when it's really best to break down into more layouts. You'll save a ton of time and the game will run better. You have to use your judgment. I do it a little different every time. I have 2 games that have 20 levels take place on a single layout and others that every level is a separate layout. In the end as you make game after game you'll learn to try it different ways. But if want to develop faster, I strongly suggest you break it down into layouts when it's appropriate. You'll have more room to make modifications and better control over things like banner ad placement and transitions. This is the way I do it. It's not the only way. In the end, you have to learn how do things that well with your thought processes and how you visualize things creatively and technically during the development process.

    Good Luck

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  • Yes and No. A layout can and often is a layout but, sometimes you can still have all of your levels on a single layout. Aside from levels, a typical example of one my games project folder for layouts might look like and in this order run like the following:

    Loading Layout ( My custom loading layout)

    Start Layout ( The Splash Screen where a player has the option to Start Game or go to Instructions )

    Instructions Layout ( Optional Choice this may also be a Story Board )

    Level Layout ( Where the current achieved is displayed and selected )

    Story Layout ( There may or may not be here and if so, it consist of 2 or more additional layouts )

    Main Game Level(s) ( Where the main game play takes place. This could be 1 to 20 physical levels )

    High Score Layout ( High Score / Leaderboard )

    End Game Layout ( Where the user gets to Restart or Exit the game )

    At least his is my approach. Pretty straight forward.

  • I'm looking for a platformer project I have where the player bounced when he jumped on certain objects. I don't remember how I accomplished it but I'm sure I had more than behavior. In the meantime, try adding a the physics behavior in combination with platform behavior. I'll try to get back to you with it.

  • You use the Set Silent option in the audio object. I'd like to encourage you to read the audio section of the manual.

  • Actually, that's exactly what I do in my above example and should have pointed that out. My HUD is on a separate layer and the parallax is set to 0,0 however it does stretch by anchoring when the device dimensions change (width) which in this case is mostly the width since it's a landscape based game. And nice sample for those who read this post. Thanks for sharing that

  • Your right Aphrodite ! I went back, tried it again and it worked. I must done something wrong and didn't realize it but,

    that will definitely come in handy too. Thanks for that.

  • Aphrodite I was going to suggest that but tried it first. In the case of the 9Patch object you can neither spawn nor use the create object method but I agree, C2 is not very limited. In fact it is only as limited as your imagination and experience.

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TheDom

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