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  • depending on how long the phrases are you have you could use the choose() funtion.

    Set Text to: choose("Hello string1","Hello string2","Hello string3","Hello string4")

    this will pick only one of those hello strings..

  • media human has a good free app..

    download the converter here...

    http://www.mediahuman.com/download.html

  • if you download an ogg converter or use Audacity your can set the file compression quality from 1-10. With 1 being the lowest quality and 10 being the best quality. I would recommend quality 4 as that will be the best size to sound ration.. quality lower than 4 get bad pretty fast and leaves all sorts of sound artifacts...

  • I have a space game and one of the parallax layers is stardust, that layer is set to 135,135 so it scrolls faster than the main screen.. so it helps show motion pretty well.

    I would like to somehow give a motion blur effect to the stardust. I've tried a lot of WebGL effects but I don't think that is the right approach. I want the dust to blur as the parallax is moving or scrolling.. the dust image is a bunch of circular dots, so I'd like the dots to burn into the background and streak a little...

    does anyone have any ideas? Thanks!

  • Some good points Aphrodite ....

    I think being good at individual aspects of gamedev is completely different from actually producing an entire game. Producing and overseeing a game is more like being a record producer, or film producer job. You have to have the ability to see outside the game and/or see it from a distance. This is huge problem for indies, since usually they are a one-person shop and working very close to the nitty gritty details on a daily basis... but as we've seen it's also very possible.

    I think indies, need to take their time and don't expect overnight success. Also, if you are panicking about money and selling the game you are working on, then that is a huge risk. You might consider some help if that is the case. Working with others helps focus and the other person can act as a sounding board which can help decision making.

    But obviously a 1-person game will not be as "polished" or "deep" as a giant studio. But still, who's to say that a solo artist can't perform an amazing solo version of "Over The Rainbow" just as well as triple scale orchestra players can perform a Mozart symphony? It's all in the scope, and scale...

    I say, make great art (games) with what you can do... once you start reaching beyond what you can do is when you fail.

  • just listened for the first time.. and you were right..it is really cool to have on while you are working in C2.. good job guys! it's not easy to do a podcast! it takes a certain skill for sure..

    one comment about the quality..you need to take those click/pop artifacts out.. it was hard to hear.. maybe because I'm an audio guy... not sure what was causing it or if you use any editor after recording to do any fixes to the audio..

    keep up the good work.. I'll be listening..

  • congrats! always happy to see more C2 games on Steam!

  • yes, make the grids have an instance bool variable that you flag as a place the ball just was.

    then you would pick like this:

    System Pick random Object

    X Object.wasHere (inverted logic)

    then you need to set it back to false when you go to a new grid position.

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  • Ashley scratch that... as I already stated the original capx works perfectly smooth in IE11. So there's no glitch in the acceleration parameter.

    So maybe there was a less pronounced vsync issue in Chrome prior to what it is today? Maybe it was so small people didn't notice it as much. Not sure which NodeWebkit I am using - not sure how to tell. But I downloaded a previous version which made all my vsync issues disappear. Perhaps the acceleration parameter of the bullet behavior exposes the issue?

  • I also tested this in Node Webkit (the older version) and there was a slight "jerk" at times, but something about it seemed different. So I made a version with the bullet behavior's acceleration set to 0 and the "jerk" was eliminated. The ball moves very smoothly around the screen.

    Ashley, it seems to me this problem is a combination of a remaining browser vsync issue along with some glitchiness in the acceleration of the bullet behavior. Or maybe the acceleration parameter was not meant to be used in that way?

    I have Win 8.1, all my drivers are up to date and my computer is about 8 months old. However I am using C2 r187

  • with that said, I just downloaded your capx and the jerking is quite bad in chrome39...

    Here are my results...

    Chrome 39 - jerking and stuttering is amplified by the acceleration parameter of the bullet behavior

    FireFox - jerking is there, maybe not as bad, but had the screen blank out a few times before a redraw..

    IE11 - smooth and has no problems..

    so maybe the vsync issues are not fixed afterall in Chrome39?

  • Unknow01 he's asking you to test in IE11 to rule out issues... it's not a way to instruct people to use your game. It's merely ruling out what the problem is.

    Sometimes if something works in Chrome and not in Firefox you can surmise that it's not a C2 issue at all. However, if some error is happening in all browsers maybe it is a true bug in C2 which is why he's asking to test in IE11.

    There was an issue with jank in Chrome, but it seems to be fixed in version 39.

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jobel

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