Tinimations's Recent Forum Activity

  • The zip file appears to be broken? Is there a newer version I can download anywhere?

    Thanks

  • I use the variable method for my game. The main character in my game can strike in 4 directions, but a random animation is played every time to keep things dynamic. For every strike a given variable gets assigned a random number between 1-10.

    To use this variable with your animations, you must first name your animations accordingly. The animations are for instance called LeftHit_1, LeftHit_2 etc.

    The string to trigger this is: "LeftHit_"&VariableWithMagicNumber

    Hope this helps.

  • Ok this one should be simple. I want to print "audio.duration(Tag)" to a text object, but I can't find a way to make construct understand I want the duration of a given tag. "Audio.duration(Music)" for instance doesn't work? How do I write the string-line?

    Edit: Or well, It's the "playbacktime" expression I want, but according to the doucmentation they should be working the same way.

    Thanks

  • Ah EUPHORIA! Almost a bit embarrassing that I didn't notice that function until now. Thanks a lot!

  • Gianmichele Thanks! Yes I've found it difficult to get a flawless capture of the game. Video compression also doesn't do me any favours.

    After the low quality fullscreen mode were introduced to construct, the game runs really well on most laptops, easily reaching 60 FPS if turning off the water effect in the background. The game does require a lot of RAM though. Since every asset in the game has at least 8 frames of animation at perhaps 256x256, the current build requires approx 1gb to run. It's the main character that takes the cake. He alone currently has over 160 individual animations with roughly 8-16 frames each. By the time the game ships the final number might be closer to something like 200-250 animations.

    I started on the project in april last year. I've always wanted to play an intense combat-rythm game that immerses the player into its game world. All rythm games these days are in my opinion either too simplistic, or only focused on the act of matching the button prompts alone. That's what I aim to change with Klang.

    I hope to finish a steam worthy game by the end of 2014.

  • Alright the youtube compression did me no favour, but I just uploaded an old old trailer I made in november for my rythm/platform game called Klang. Hope you like it.

    [TUBE]http://youtu.be/FInJYyfW9tE&HD=1 [/TUBE]

  • Are you also sure that the timescale is set to 1?

    Is the "ever x seconds" command linked to another context sensitive event?

  • have you tried with every 0.0166 (basically every tick in seconds), and checked if it still doesn't work?

    Are you also sure that the timescale is set to 1?

    Is the "ever x seconds" command linked to another context sensitive event?

  • I'm developing a rythm game, and I've come to the point where I'm making a long bossfight, which makes me want to implement checkpoints. However for checkpoints to work in a rythm game, I need to be able to start the track from certain points (for instance 1 min, 37 sek out in the song). Any Ideas on how to pull this off?

    Also. Is there any way to track how far a song has played? The current solution I'm running with is starting a timer at the same moment a song starts playing, but it doesn't cut it anymore since all it takes is a small lagspike to throw the sync off. I need a precise and foolproof way of tracking the audio.

    Thanks

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  • But the actual memory usage in-game on a given level still remains the same right?

  • Well yes it's definately very big. The ram consumption is due to having a ton of animation frames, even in all the environment assets.

    I know construct may not be designed for such animation heavy assets, but are there still ways to increase any limits set by either chrome, node webkit or construct itself during testing? The game runs fine even on laptops, it's just the inconsistency with the loading that's really troublesome. This is also an issue with ajax files in preview mode.

  • Alright I'm having this issue when previewing my game. About 50 % of the time the game refuses to load in all the assets, replacing them with black boxes. Any ideas on how to fix it? This is a problem both with Chrome and Node-Webkit. Never an issue though after exporting to an actual game.

    The game has become rather large, clocking close to 300 mb, but the problem being so inconsistent, I wonder if it's something else that's to blame?

    How it often looks:

    puu.sh/6btLF.png

    How it should look:

    puu.sh/6btMD.png

    Thanks

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Tinimations

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