Sofa_King's Forum Posts

  • So I am nearing completion of my game (2 years in the making!) and I think it's time to add an introductory cut scene at the start, which would lay out the basic story line. I have never done anything cinematic like this before (with construct) and I was looking for some basic advice before I venture out into the unknown.

    My game is tile based with retro type graphics. In my head, it'll start with a pan down the 'final boss level' (separate layout) stopping with the big baddie boss man center stage surrounded by his minions. He then says a line or two of dialogue (already have a crappy dialogue system in place) before his little minions move off screen. The next scene or two would probably repeat a similar format.

    This leads me to have some questions:

    - Would all of this be best done with timed events or the timeline?

    - Does the fact that its tile based change anything?

    - How do I pan the screen down across a layout? (usually I have the screen follow the player)

    And

    - Any useful links or tuts would be greatly appreciated.

    Thanks all

    Tagged:

  • The artwork is amazing! I love it!

    I have a question though:

    I want to be able to run a full screen HTML5 game directly from my website, just like you have, but i'm not quite sure how to do it. Currently i'm am using the following process:

    - upload the html5 file to app.netlify.com

    - Use that code in 'iframes' on Wix to show the html5 game as an object

    - This doesnt allow fullscreen, so I have also posted the actual app.netlify link.

    I want to host the game directly on my site like you have done though. How me do that magicness?

  • Hiya! This looks great! I was wondering if there are any tutorials that you would recommend to make a game like this? Specifically, how to create an online real-time multiplayer browser game like this?

  • You could try being more specific:

    - Use the UID of the 'black wall' sprite that the player needs to collide with

    or if that doesnt work

    - Specifying where the player sprite will be placed on reentry to the main 'game' level

    Not sure if this will fix it, but you can give it a try.

  • The debugger is showing over 1GB of memory usage for images in your game, which yes, will be far too much for some devices.

    Yeah man! I reduced the size of each image from 512 to 128 and it cut that to ~400mb and that seems to be fixing the major phone crashes. Such a simple fix.

  • It's a very common mistake that people make if they don't understand why memory usage is important. People can and do make things like several colossal image tiles, or a sprite with 100 animation frames which are 1024x1024 (which uses nearly half a gigabyte of memory alone), etc. Based on years of seeing things like this, it would be my first suspicion; next up I'd suspect a GPU driver bug since those are pretty common too.

    Ashley I have been having issues where my game runs decently well, but then when I try to leave the game, my phone has a heart attack. I'm linking you in here because I may have done either or both of the things you mentioned...

    I have a sprite with 360 frames, but all the images are 128px black outlines PNGs with transparent backgrounds. The total filesize of all the images together is only 5mb. Do you think this could slow cause the slowdown?

    I also have some pretty colossal tilemaps on each layout... but I thought the whole idea of tilemaps is that it reduces the memory usage?

    Here are some screen captures:

  • I will be uploading the beta version of my game to my website tomorrow. I plan to use app.netlify.com to host(?) the actual html5 file and then use the iframe boxes on Wix to display it.

    Is there any risk of someone downloading(?) it? How about somehow decompiling it and putting it on the App Store before I get round to doing it?

    Also, any other tips, ideas, warnings in the vain of thought would be appreciated.

    Thanks!

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  • I'm not sure how it works in terms of looping, but perhaps a dictionary is better suited for your needs. Check out these screen captures to get a better idea of how to use them:

  • Click "Edit" on the first comment.

    💯

  • You may need something like a 'wait' command before the switch to 'idle' animation. Or alternatively, you could just make the idle switching a completely separate event.

  • It's hard to tell from just this. Maybe you use a broken third-party addon. As ever, sharing a project is the quickest way to get help.

    Ashley

    It would be really cool if there was an option to export a read-only version(?) which allows people to have a look inside, while also preventing them from editing, copying, etc.

  • I'm not sure why you are splitting it into two separate variables for min and sec.

    This is counting up in hours/mins, but you could use the same principle:

    [System | every 1 second] > [time.var | set value to "time var + 1"]

    [text] > [set text to | zeropad(int(time.var/3600% 60)) & ":" & zeropad(int(time.var/60% 60))]

    Also, by this way, just make the 'time.var' a global variable and then you can use it across all layouts.

  • Couldn't you just use the plat-former behavior?

    construct.net/en/make-games/manuals/construct-3/behavior-reference/platform

  • link not work???

    Doesn't work for me either. Could be a regional thing? (i'm in SE Asia)

    I get a error code:

    We're sorry, the requested URL was not found on this server.

  • > The only weird thing about this is that you are using a Tiled Background as an enemy. The Tiled Background is for a background, it doesn't have a collision box that you can edit.

    Okay, I can understand, I should use sprite as an enemy, But on my particular setup, the enemy of my game is a STICK type and using tile for this is easier than to use a sprite.

    Cant we fix it? It is a genuine issue?

    Just make a black square sprite and stretch it?