eli0s's Recent Forum Activity

  • gomotion100 , I am not quite sure of what you are actually trying to achieve, but this example should demonstrate the Variable approach that I was talking about.

    http://www.eli0s.com/Tests/Time.capx (right click and Save Link As)

    You could also search for 3rd party time management/related plugins, like "Time Manager", "System Manager" and "System Date and Time". These might prove to help a lot.

  • Wolph , lol , so I guess your audio settings highjacked the brain's responsibility for balancing loud noises! :b

    It is indeed strange that it was only affecting Chrome...

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  • Wolph , your example plays just fine, no volume drops what so ever... I tried on Firefox, IE 11 and Chrome - NW.js and got the same results.

    So, I can only think of two explanations for what you describe.

    1) There is something wrong with your PC.

    2) You are experiencing a psychoacoustic phenomenon. Due to the nature of the "ouch" sound (very loud, sharp and short without any tail) the brain "lowers" the volume perception sensitivity, in order to protect us. Since the sound is so short, there isn't enough time for the brain to compensate this initial sensitivity drop, and we experience the background music as being lowered in volume.

    Try this: play the "ouch" sound at -60 db. I bet you wont hear any difference on the music's volume. Or try another sound, a more subtle one that has a bit of a falloff, a reverb or something... It will blend much better on top of the music.

  • sansolo , since you are mentioning cropping, I assume that you don't use the letterbox scale option but instead the crop...?

    If yes, then the actual pixel resolution of your window and layout size will play a role on how the game will be cropped. A 1280x720px game with a 1280x720px layout will have white space on the top/bottom of a 16:10 screen that has 1280x800 px resolution. If the layout is much bigger than the window size, then at the top/bottom of the screen it will be visible. The same thing will happen if the screen has a 1920x1200 px resolution. On a window=layout=1280x720 px there will be white space all around the layout if viewed on a screen that has higher resolution.

    However, if you use the letterbox scale, then on all of the ratios that you mentioned, there will be black bars on the top/bottom. In fact, if we keep the order of the ratios in your post the bars will be incising in size as we get closer to the 5:4.

  • What is the start menu you are referring to? Do you mean the loading logo? If yes, you can disable it from the project's properties but this isn't recommended because users won't have any visual feedback telling them that the game is being downloaded and, if the game is big, after a while looking at a black screen they might get frustrated and think that the game is broken.

  • The black bars will appear when the project's dimensions doesn't match the screen's dimensions. The placement of the bars depends on your project's ratio in relation the screen's ratio.

    A 16:9 project viewed on a 4:3 screen will have top/bottom black bars.

    A 4:3 project viewed on a 16:9 screen will have left/right black bars.

  • How about using a global variable to store the frame number and set the animation frame to be that variable...?

  • Just as blackhornet said. Pin them and also disable the bullet behavior.

  • That's great! Thank you!

  • jobel , yes I've seen your other topic. Your examples are very solid and depict the problem perfectly.

    Unfortunately, in my opinion, C2 + HTML5 technology as is now, are not capable to handle audio in a synched manner. There is no practical way to guaranty audio synchronization/looping in any or all delivery options.

  • R0J0hound , damn, it would be too easy if it worked out of the box

    I saw your other examples and both workarounds are too difficult for my abilities. I'll just stick to the plain good ol' parallax for now...

    Thank you so much for taking the time and answering me R0J0, I really appreciate it!

  • Hello R0J0hound , can you please help me with this weird thing here..?

    I am trying to make a pseudo-3d room with paster and for the most part it works great! But for some reason the textures are distorted, this is evident when they have straight lines and those "brake" and get jagged in some places...

    Please have a look at this example capx: http://www.eli0s.com/Tests/Paster_Perspective_Room.capx (right click and save link as)

    Am I doing something fundamentally wrong?

    Thank you in advance for any tip!

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eli0s

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