digitalsoapbox's Forum Posts

  • I've had no problems playing with dynamic music on desktop OR on Android. Running 10 looping (through code, not the default looping for audio) audio clips only seems to slow down loading so I can preload all of the audio.

    Most of the Android testing I've done has been through Crosswalk 10 on an Amazon Fire phone, not the fastest Android device by any means, and it handles the audio just fine.

    Just keep messing around with it, there's no real reason it shouldn't work. At least, no reasons that are C2 or HTML5 audio-specific.

  • Hmm plugin doesn't seem to be affected by full-screen scaling option. So if things are scaled the quality degrades. I wonder if this can be fixed.

    It works just fine in full-screen. You might need to change the resolution of the Paster object with Set Resolution to the resolution of the window when it's full-screen. Also, if what you're pasting into the Paster object isn't high-res enough when displayed full screen, it will of course look blocky/blurry.

  • That's awesome but, it doesn't work and my end. When I have put the text in and the name it doesn't work, Plus when I load in mice sound files it says ogg? m4a? Not wav, My files is wav. But when I put it in, in changed it. That a problem, or am I doing something incorrect NickRimer

    Oh and I try to change it in many different ways, The text but nothing happened

    If memory serves using random() will give you decimal values as well try int(random(10)).

  • I did, since this problem also affects a project of mine - it doesn't work - perhaps you aren't following the instructions. Here's a visual:

    If we open a file, then try to open the "same file" (no matter if it has had changes or not) it simply doesn't load again.

    The same issue occurs when loading external XML files, so I don't think it's just an image bug. Makes me kind of wish we could flush a tag after loading data into/from it manually.

  • I've been getting crashes on saves in r197 as well. There's no rhyme or reason to it, though I've noticed that if I save to an external hard drive that spins down when not in use it's more likely to occur.

    If your having larger errors I'd suggest doing a full re-install - as in uninstall everything first, delete all leftover folders/files after uninstall, then install C2 and any 3rd-party add-ons, and try again.

  • Well, still having video capture issues, but the tile artwork for the newest Sombrero stage is now complete! Just a few more stages and a few more quirks to sort out and we'll be at beta .

    If you're interested in playtesting, please visit apply.pixelmetal.com and fill out the Google form to be notified when the latest testing build is ready.

  • > best to star with small projects, but finishing them is not always necessary. I've done lots and lots of different test projects over the few years in C2 and learned much about streamlining things and how to make the project easier to control in the grand scale.

    >

    yes I understand but that's not what I mean. When you actually finish a game -- completely finish and put those finishing touches on it. That's when a lot of stuff you never knew about comes out to play. When your core gameplay is complete and you get into the overarching gameplay, level design and "packaging" of your game, there's a whole new level of development that needs to happen.

    Like sqiddster was saying about performance issues when you put the whole polished game to the test on multiple machines (playtesting). And other things that come out like, "The Next Penelope" not being able to stream on Twitch and some other issues with captures because of HTML5 etc... or Save Game data, or Leaderboards or Greenworks etc... it's definitely not easy!

    There was a point where I could easily capture footage using Fraps/Node-Webkit for my C2 game project, but that seems to have broken in recent releases, capturing a black screen. Do we even know if it's a NW or C2 issue? Prior to that even on the slower machine I take around to events for playtest (dual-core i3 microATX), I had no trouble getting 60fpx at 1080p while capturing audio/video footage.

  • In the NYC area? I'll be showing Sombrero again at Microsoft tomorrow night starting at 6PM EST. Hopefully this time I can remember to capture some footage of the new updates for those who can't make it to the event to play.

    Event information:

    https://www.eventbrite.com/e/playcrafting-nyc-winter-expo-tickets-14558931155

  • Here's a lil' sneak peek of the new stage for those who aren't in the NY area. Art is still in the sketch phase, but you'll get the idea.

    Hopefully I'll be able to capture some live gameplay footage tomorrow with 4 players!

  • It's been a few months since I've had the time to post here, but we'll be showing Sombrero again in NYC at Microsoft's offices on Thursday, January 15th, so if you're in the area come on out!

    Event Information:

    http://us8.campaign-archive2.com/?u=3463fc395ac9f7a6b669d5205&id=a6e397af23

    New Sombrero updates since the last post:

    • new stages
    • new characters (16 in total, closer to the final 20ish character count)
    • new gameplay options
    • better menus (not very exciting, but still a thing!)

    You can also read up a bit on my (Nick's) thoughts about how to appeal to your game's audience, in a recent article published here: http://www.shellypalmer.com/fwb/2014/12/29/demographics-begone-designing-a-product-for-your-specific-audience

    I'll be posting more updates on the forums after the event, including new screenshots & gameplay footage.

    If you're interested in participating in the alpha/beta testing for Sombrero, you can sign up to do so at http://apply.pixelmetal.com. Builds are sent out in batches in a somewhat irregular basis, but if you meet the general requirements to participate in the current testing round you'll get a build.

    Hope to see some of you there!

  • Quick Note: If you live in the Boston area, or will be there for the Boston Festival of Indie Games, come check out Sombrero in person at booth S28 in the sponsor area - we'll be set up right next to Microsoft's booth, so we should be pretty easy to find!

    There's a number of new features, characters, and a new stage to play in Sombrero; a good time should be had by all!

    For more info, visit: http://bostonfig.com/

    Hope to see some of you there!

  • >

    > > digitalsoapbox perhaps another company is porting it for him.

    > >

    >

    > Which doesn't really answer my question...hopefully he'll have a chance to respond himself.

    >

    Usually when another company ports a game it is rewritten in another language, hence you wouldn't have the html5 issues. But yes, hopefully he'll let us know.

    Technological developments have made complete rewrites for porting to other systems unnecessary. Gamemaker runs on PS4/Vita, both Unity & Unreal run pretty much everywhere, Construct 2 itself exports to Wii...so if PS4 supports HTML5 (which we know it does) and can support WebGL (we know it MIGHT), well...no real reason to get another company involved, is there?

  • digitalsoapbox perhaps another company is porting it for him.

    Which doesn't really answer my question...hopefully he'll have a chance to respond himself.

  • Aurel Looking forward to this one, though w/o WebGL on Wii U how were you planning on pulling off the WebGL-based visual effects? Been hitting that will on my end.

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  • > New Sombrero gameplay footage! 60fps! Woo!

    >

    >

    Subscribe to Construct videos now

    >

    want...to....play...this...

    Soooooon. My plan as of now is to do beta testing through these here C2 forums. None o' that "pay for an alpha of a game that'll never be finished" early access nonsense. No crowdfunding because I know I won't be able to top the Kickstarter for...potato salad, the new signifier of a product jumping the shark. Good ol' fashioned "if you're a good tester then the game is yours for free as thanks for helping find bugs that are preventing me from sleeping soundly" public testing.