Tinimations's Recent Forum Activity

  • Prototype of first boss fight and extension of the parry mechanic.

  • KaMiZoTo Haha Nice! Liked the voice acting and tone. If I'm to criticise anything I feel you can push the consistency a bit more in the art. The in-game art looks good, but I felt the close up arcade cabinet (which has a much more vector look to it) doesn't really fit in. Some of the fonts also broke the aesthetic a bit imo.

    Looking forward to more.

  • I guess you exported your game with Node-Webkit?

    So, I think in Construct 2 you see the memory usage only of your game (all the images, sounds), but when

    you actually run the game then the run-time (Node-Webkit) needs memory too, because in the end Node-Webkit is a special version of the Chrome browser. And it's not 3 instances of your game running, it's 3 threads of Chrome/Webkit.

    Thanks for the reply. Still not quite sure what the numbers really mean though. I would guess the thread of 25 mb is the " mainchrome thread" running. What I don't understand is the 300 mb and 600 mb. Is the 300 MB all the assets loaded in, and the 600 mb the memory consumption of the current active layout?

  • Hi. I have 2 pictures here. One of my construct 2 window showing expected download and memory use size, the other shows my actual memory usage in the task manager.

    http://puu.sh/c6Fmw/1840fe9c21.png

    http://puu.sh/c6Fmz/652295bc0f.png

    I would really appreciate if someone can explain what happens behind the curtains. Why are there 3 instances of the game running, and why is the memory usage almost 3 times of the expected value? Anything I can do to get it closer to the expected 365mb of memory consumption?

    Thanks

  • Hi. I'm trying to clean up my project a bit in order to optimize loading times and memory usage, but I find it a bit cumbersome to scroll through hundreds of objects in my project to find which objects that truly drain the memory.

    Is there any way to highlight objects that rise above a certain threshold of for instance 20MB of memory? I would also appreciate if there's an easy way to see how much memory each specific asset is expected to take.

    Also, is there any way to see which layout that's the most demanding to run? Currently the task bar only highlights what the max memory usage is expected to be. Would make it easier to optimize if I knew which layout these numbers belonged to.

    Thanks.

  • > Thanks. Well yes I've had a ton of issues with sync throughout development, though I like to think I've sorted out the biggest offenders by now. The biggest problem is actually ajax requests being very unstable to load in over prolonged preview sessions. So I've lost hours of load time on simply refreshing the preview to quality check certain aspects of the development.

    >

    > There's two tricks I mostly resort to to ensure sync. The first is making sure every element in the game that's rythm based is using behaviours that doesn't get affected by the framerate. For instance the arrows prompts are bullets (though I've moved over to code my own behaviours on other aspects like the purple sonar).

    >

    > The second and most important one is having a timer that keeps track of how long the track has progressed. Whenever there's a lagspike the action stops but the sound continues, making for a devestating off sync. However I set up an event tracking the delta time. If it reached ridicilously low levels the audio will seek back to the last tracked value. It works surprisingly well, though I'm not 100 % satisfied with it.

    >

    When I was trying different methods for interactive music in the past, I tried a timer but knew that it was definitely possible for the timer itself to de-sync from the audio. I found using the audio file's playback position to be far more reliable. I didn't even realize it was reference-able for a while. But regardless, Klang is one of my most-anticipated C2 games!

    I've actually never been able to use the playback position as an expression. Any example on how to access it?

    DUTOIT

    Thanks!

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I see. I'll do some experiments with it. Bit of a bummer since I kinda need both the music and successful ajax requests at the same time. NIce to know though.

  • I checked it out and I like the concept. What I feel you have to work a lot on is the feeling of impact. The main character is a huge chunk of meat, but I currently don't feel that's reflected in the gameplay. Have you tried adding camera shakes for successful hits for instance? I also miss the option to strike while moving. Maybe have faster hits when standing still, and slower and more imprecise when running? Could make for some interesting gameplay.

    The artstyle is cool, though I want more exaggeration in well, everything. Since he's a hulk-ish axe weilder he needs more weight when walking, he should charge his axe far up in the air before striking etc. Hope you get to adress it at one point.

    Keep it up!

  • Thanks. Well yes I've had a ton of issues with sync throughout development, though I like to think I've sorted out the biggest offenders by now. The biggest problem is actually ajax requests being very unstable to load in over prolonged preview sessions. So I've lost hours of load time on simply refreshing the preview to quality check certain aspects of the development.

    There's two tricks I mostly resort to to ensure sync. The first is making sure every element in the game that's rythm based is using behaviours that doesn't get affected by the framerate. For instance the arrows prompts are bullets (though I've moved over to code my own behaviours on other aspects like the purple sonar).

    The second and most important one is having a timer that keeps track of how long the track has progressed. Whenever there's a lagspike the action stops but the sound continues, making for a devestating off sync. However I set up an event tracking the delta time. If it reached ridicilously low levels the audio will seek back to the last tracked value. It works surprisingly well, though I'm not 100 % satisfied with it.

  • Latest trailer:

    Subscribe to Construct videos now

    Facebook site: https://www.facebook.com/Tinimations

    I've been working on this project for about 4-6 months now, and I feel it's finally ready to be properly shared with the community. Klang is a rythm-platformer targeted for PC, Mac and Linux, and perhaps other next gen consoles if Construct 2 ever gets export support for those platforms.

    I will post news and material regarding the game in this thread, and I would really appreciate it if the community is interested in providing feedback during the development. As of writing this. I plan on spending about 10-12 more months full-time developing this project into something refined, and worthy of a release on platforms like steam amongst other marketplaces.

    Extended pitch:

    Klang is at its core an evolution of traditional rythm games. Where previous games in the genre has mostly focused on pressing buttons in correct timing with the music, Klang expands upon this with adding the flair of exploration and platforming.

    Klang is designed around the philosophy of merging dynamic world exploration with the

    adrenaline rush of becoming one with the music through acting upon audiovisual queues.

    Wanna playtest?:

    Great! I need a ton of you guys. Just PM me and I can give you access to the latest builds.

    Developer team:

    Klang is being developed by Tinimations Freelance, which is a 1-man developer located in Hamar, Norway. I do everything except for music and sound design, which is provided by the phenomenal EDM artist bLiNd. His website can be found here, where he has featured some of his latest work: http://www.blindhandicap.com/

    And that's it. Not a big team.

    Screenshots (updated 2_10_14):

    More stuff coming soon!

    Been a long time since I've poste anything here.

  • C-7 Thank you sir!

  • Thanks! Look at the video thread.

Tinimations's avatar

Tinimations

Early Adopter

Member since 18 Mar, 2013

None one is following Tinimations yet!

Trophy Case

  • 11-Year Club
  • RTFM Read the fabulous manual
  • Email Verified

Progress

13/44
How to earn trophies