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  • for a laser it depends on how you want it to act.

    a constant laser requires fixing the length of the end of it so solids "stop" it.

    for a laser "blast" you would show it growing and then shrink it on impact to an object.

    which are you thinking?

  • cool man.. looks great..

  • april fools?

  • I'd put the menu on it's own layer so its on top of everything.. then set that layer's parallax to 0,0 (so it will never move)

    seems like an april fools joke..

  • Right, I have been discussing this with my friends this is what names we have so far.

    Clock Block

    Danger Zone

    Cover Shot

    Trigger Time

    Operation Countdown

    Operation ThunderFox

    Attack Point

    Clock Block is funny.. although is there a clock in the game or a time to beat? The other ones lack pizzazz..

    How about just "Countdown"?

    or "Ready, Set, Fire"

    or "Action Jackson"

    or "Locked and Reloaded"

    or how about simply "Reload!" (simple but effective!)

    also I feel better about ripping off time crisis now that I know I am not the only one to do it there were 2 TC clones on the ps2 I didn't even know about

    ripping off game designs is totally fine.. it's only the assets you need to be worried about. In fact (as I assume you are learning) it takes so much time to actual make a game good, that even if you did copy some one else's game by the time you finish it, it will have undoubtedly changed enough so that it's yours.

  • cool effect.. and I like the star moving..how is that done? is it processor intensive?

  • cool.. great concept.. hope it's for sale and you are making some money on it..

  • I just always assumed timing would be an issue from the start because of cpu variance, so I opted from the beginning to just have multiple versions of loopable tracks instead of relying on mixing in-engine.

    it's actually not hard to do at all... the capability is there. it would most likely be a minor change to have the audio sync. I just don't think the devs working on Chromium quite understand why it's important. In fact, I don't think many people period understand why it's important.

    A composer and create a 2 minute track, export it out into 4 parts. In-game you can dynamically change the mix and can create an adaptive audio system that reacts to game triggers OR flat-out create a random re-mix making your 2 minute track sound "not looped" as in: it changes enough times it sounds like a track 10-15 mins long.

    EDIT: separate the drums and a the synth pad... mute the drums when you are in a dark alley, when a monster jumps out and starts chasing you, fade in the drums... viola.. epicness ensues...

  • but right before you fade a track in, sync it to what is currently playing. Then it will fade in correctly and you have no reason that de-syncing would even be audible.

    this gets tricky if you use "stems" though.. I think you mentioned you were using full mixes. I'm talking about making 1 piece of music 2 minutes long and I break it out into 4 tracks that need to be played simultaneously. So "virtual remixing" basically.. Once you have more than 1 track playing you can't re-seek those without causing audio junk that you will hear.

    I just assumed this was beyond the scope of what C2 can handle. It would be tricky enough to code it without these sync issues.. with sync issues it's not really worth the effort unless your game is dependent on the music.

  • looks/sounds cool. I like the idea of seeding a colony.. will you be able to launch from the planet and visit other colonies? or make other colonies?

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  • It looks like the new update makes this all even better!

    yeah but Chrome and Firefox still won't sync tracks without manually aligning them... and when you manually align them after each loop it creates artifacts.. so still no seamless transitions with multitracks...

    like in my example from 2 years ago... (you have to let it loop 5-6 times then you hear it go way out)

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jobel

Member since 27 Jul, 2013

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