jobel's Forum Posts

  • how is the file the problem? Adjusted how? I know it's very short and small. I may want to use or at least try that file. An open-file action should not hang an application. There should be some sort of error checking so I don't have to End Task on C2 and lose unsaved changes.

  • C-7

    aren't sound files loaded into memory? how do you refresh?

    the only folder I see in the export directory is /images. I know you can make a subfolder under Files/ but you can't select that folder when you Audio.Play()

    EDIT nevermind those first two questions.. duh.. I can have students drop the files in before they run the program. but still, where do they copy them to?

  • is it possible to select audio at runtime?

    I'm teaching a sound design class and I'm making a small little program in C2 but I want students to replace all the sound files with ones they create. Ideally I'd like them to drop them into a folder replacing my placeholder sfx. I'm Exporting to HTML5 but it looks as though the Sound folder is encrypted or encapsulated into a .js?

    any suggestions?

  • Problem Description

    When importing a very small audio file. C2 hangs on the import.

    Attach a Capx

    capx not needed

    https://dl.dropboxusercontent.com/u/36234790/dock.wav

    Description of Capx

    no capx, just the audio file (44.1 16bit mono wav format)

    Steps to Reproduce Bug

    • open empty project
    • right-click Sound folder to import audio file

    Observed Result

    indefinitely stays on the Import progress bar

    Expected Result

    It should give an error if there is a problem with the file.

    Affected Browsers

    • Chrome: (NO)
    • FireFox: (NO)
    • Internet Explorer: (NO)

    Operating System and Service Pack

    Win 8.1

    Construct 2 Version ID

    r239

  • late to the party.. but +1 here as well. I've been designing a game for controller use and would be perfect for xbox (although I assumed I could never roll out there).

  • You need to do some reading up on game design, progression systems and why players play games... the whole point of making a game is usually to give the player something do, something to achieve. Why is your game worth playing? etc etc... Outside the challenge of your gameplay, "achievements" are a direct way to give your player something to strive for. Usually these are goals outside the normal gameplay. Although some achievements are as simple as: "Complete the game" (because maybe you have a particularly long game and want to give incentive to finish it). Other than that you can sometimes get players to replay your game if you give them certain challenges. i.e. "Complete Level 1 with only using 20 bullets" or "Complete ALL other achievements in the game" etc... the possibilities are endless.

    Giving achievements can provide an actual physical dopamine rush for your player... which is sometimes incentive enough for some players. Others it's a point of pride, and others it's a matter of having to finish every nook and cranny of a game. I think most players won't care much at all about achievements (depending on the genre of your game).

    So do they make your game better? I don't know about that... will they make you more revenue? not directly. But if your game is good, achievements could make players play it again, could make them like the game further and talk about it to others (remember those prideful players) which could indirectly turn into word-of-mouth --- giving you more sales.

    UPDATE 2 F12!

    So F12 brings up the chrome debugging tools! Didn't know that! So if someone tries to take a screenshot they also get the debug tools.

    Solution is to have an event (on key pressed) that captures F12 but don't do anything inside it. Make sure that event is in every layout.

    thanks for this!

  • tested as well, I reproduced the problem.

  • I use Scirra's experimental Greenworks and NW.js 0.13.

    I find no difference in NW 0.14 to 0.16 in performance, so there's no point in me using those newer ones. 0.13 is fast, smooth and stable.

    I'm on C2 227. I posted about that in the Greenworks thread in the general forum.

    The bad thing about NW is it still fails to load on OSX for big games, once you get above 1000 assets, you pretty much cannot export to MAC. Linux however works!

    awesome, thanks for the info...

  • hey great you got the Steam Achievements working.. did you use MadSpy's plugin?

    if so can you tell us what versions of C2 and Node you are using with it?

  • What you normally do to write a post glow is to take the cheapest blur filter you can get (typically a 9-sample boxblur, 3*3), and put it ontop of the thing you want to make glow, using the screen-blend formula. The trick to get this good looking is to not just sample the texture, but use a rather large mipmap bias in your texture2D lookup. By that you don't sample the crisp texture but rather a mushy version of it, due to the filter - that's super cheap, computation wise. If you were only to use the regular linear filtering, a 9-sample boxblur looks like c***..

    I'm trying to reproduce what you or doing here to help me understand better..

    when you say 9-sample boxblur.. so do you mean just a 3x3 sprite of solid color and stretched? can't get it working..

  • Sorry had it reversed.

    lerp(scrollx,player.X+cos(Player.8Direction.MovingAngle)*Player.8Direction.Speed,2*dt)

    lerp(scrolly,player.Y+sin(Player.8Direction.MovingAngle)*Player.8Direction.Speed,2*dt)

    oh! haha.. I didn't even think of that! yup totally works... I knew that should have worked! thanks!

  • The trig would be

    lerp(scrollx,player.x+sin(player.angle)*speed,2*dt)

    And

    lerp(scrolly,player.y+cos(player.angle)*speed,2*dt)

    that didn't work either..thanks for trying..

    I'm seeing your thinking though..

    the way I think of how it is currently...

    Way #1: the plain old lerp(scrollx,playerx) this is sort of like the player is dragging the camera around after him... so no matter what direction/position the camera is just trying get back to the center and the player is "out running the center" with speed (the speed is capped so the player doesn't ever get completely off screen).

    Way #2: I need come up with a way for the player to instead "push" the camera, but it has to be a calculation that has speed as a factor, so that when the player stops, the player then catches up with the camera.

    In the first instance we have scrollx and scrolly which is always the center of the screen. But in the 2nd case we don't have that constantly updated fixed point. It's like I need to create an invisible sprite that's in front of the player and it's distance is binded to the player's speed. but obviously there's a match solution. R0J0hound?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • newt okay I figured out what you meant..

    ScrollTo.... lerp(player.x , player.x + (player.speed * 2), 2*dt)

    so yeah this works (kinda, it's still off to the left) but when going up or left it's totally off... sort of the right idea.. but not quite..

  • newt that's not quite right...

    the player can move 360 directions and the way it is now, when the player is at full speed (let's say going up) the player is positioned around halfway from the center of the screen to the top of the screen. When you let go of the arrows, the camera catches up and the player is center of the screen.

    Instead - I want the player halfway from the center to the bottom of the screen (while traveling up). So basically the player is facing the center of the screen "trying to catch it"... not until you slow down are you centered.