Snalec's Forum Posts

  • Try using the "seek to" action in the audio object. Then if you set the tag to match the sound you are playing and use the random expression (random(Range[, ...])), you should hopefully get the effect you're looking for.

    Hope this helps.

  • Nevermind I figured it out. I wasn't setting my current day variable right. Thanks again for your help!

  • Thanks! I tried that, but I still seem to have the same problem. The thread that I linked seems to say that floor(unixtime/86400000) will always return the same number if it's ran on the same day. So for example, if I ran it two times today it would return the same number. I tried that just now and I got 1613400114110 and 1613400132398.

  • Hello,

    I'm trying to figure out how to do daily rewards for a mobile game I'm working on. I've found some threads like this one (https://www.construct.net/en/forum/construct-3/general-discussion-7/daily-bonus-143684) that suggest using unix time, so I've been messing around with that.

    The users there suggested using floor(unixtime/86400) to get the day. Then that can be saved to local storage and a new day could be checked with "is currentdayvariable < floor(unixtime/86400)."

    That thread seemed to imply that, if I ran it on the same day, I would always get the same output from floor(unixtime/86400). But so far, it's always been different.

    Hopefully that all made sense, I guess what I'm after is finding a way for the game to know that a day has passed.

    Thanks

  • I don't know if this helps, but you can drag a layout tab out and have it as a separate window. I don't think you can edit it when it's like that though. Probably useful for referencing another layout while working on another though.

    EDIT: Actually if you anchor it, by dragging it to one of the squares while holding it, you can edit the layout's contents.

  • There was a bug where if you played the tutorial, starting a regular match would just play the tutorial again. This has been fixed. If you couldn't play because of that problem, it should be working now!

  • https://snalec.itch.io/thumb-defense

    A few weeks ago I participated in a game jam. I was pretty happy with the prototype I made, so I've added some features and have made some tweaks to make the experience better. Now I'm trying to get some feedback, so if you'd like to play it and fill out the survey on the game's page, I'd really appreciate it!

    Thanks,

    Snalec

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  • The sock character is the only thing moving. Everything else will be static. Thank you so much for your help!

  • Hello,

    I've started working on art for a mobile game. I've attached a picture of what I have so far. The last game I worked on was pixel art, so I didn't worry too much about resolution and memory usage. But since I'm working in 1280 x 720 with this project, I'm trying to make sure I do the art as efficiently as possible so I don't have to redo it all later.

    While looking around, I found this blog post: https://www.construct.net/en/blogs/construct-official-blog-1/remember-not-waste-memory-796

    It mentions using smaller sprites to create backgrounds and objects, which will work really well for the background in this project.

    However, I'm curious how far I need to apply this principle. Should I be recreating the books with shapes in Construct 3 versus just importing them as PNGs? Also, the sock character won't have too many animations, but the one completed right now has 13 frames. I could theoretically just recreate his animations by moving his different pieces in Construct 3, but would that be worth the memory it saves?

    Thanks in advance,

    Snalec

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  • Gotcha. Okay, thanks.

  • Hello,

    I have a few questions about audio in Construct 3 and questions about audio in game design in general.

    I've been having trouble keeping audio volume consistent throughout my project. My friend who made the game's music created the songs at different volumes and now I am beginning to add sound effects, which were made by different people, and are all at different volumes.

    I know that you can set the volume of a sound effect in decibels when it's triggered, but it never seemed like it did much. I just tested it now with the same sound, and triggered it two separate ways with one at 50 decibels and one at 0 and there didn't seem to be any difference. Maybe I am just missing something and doing it completely wrong.

    I guess in general I am wondering how you all keep audio volumes consistent in your projects. Do you manage the volume audio in Construct 3, or do you use external programs to make sure all of the audio is at a consistent level before importing it into Construct 3? I know some games implement audio sliders and some don't. For games that do not have audio sliders, what is a good volume for the game to be so that it is best adjustable through the computers audio controls, if that makes sense?

    Thanks, I appreciate the help.

    Snalec

    Tagged:

  • Awesome. Thank you for all your help!

  • Would it be okay if I added more than four though? I was thinking of having some that were maybe ten or more high.

  • Now I'm trying to make it more modular, so that there can be large stacks of goombas without lots of repeat events. I reworked the top event so that instead of creating goombas at the start of the layout, the top goombas are placed in the editor and then are made into a family at the start of the layout.

    Now I'm trying to get the second part more modular. As it is right now, there needs to be falling events that correlate to each possible height the stack can be, if that makes sense. Looking at the file it's probably easier to understand what I mean.

    https://drive.google.com/file/d/1fiwnQcIi-rd9cpqKsXtfJWk5-ZGdMEpG/view?usp=sharing

    I'm trying to figure out a way that it could be condensed into one, but I haven't had much luck with it.

    I guess just making events for each stack height wouldn't be too bad, it's just lots of copy and pasting, but do you think it could possibly lead to performance issues? Especially if there are lots of stacks in the level.