Rable's Recent Forum Activity

  • Hi Kyatric and thanks for the reply.

    Yes, I set the preloading of all sounds on start, because it is a music composition game, and there is only one layout. So I'm afraid every sound should be available on start if possible. :-/

    Maybe could I delay the loading of some sounds a couple seconds after the layout appears, loading them manually in the event sheet if that's possible. But overall I need most of them from the very beginning of the game, or the player will just quit, thinking it doesn't work.

    Here is the latest build of the game, if it could help you see what it's all about : http://test.smurf.com/musicgame23/

    As you will probably see, the loading is VERY slow. Most of the time it even fails and should be restarted several times before being able to play (due to the server problem this post is about).

  • Thanks for the advice. I generally use tileset only for... tilesets, but it seems like it could be used for other things as well. I'll look into this as I still have to rework the graphical side of the game. And yes, I'm using both aac/ogg as I need support on ALL browsers. If you don't include AAC, Safari will not be able to play any sound, as stated in the manual.

  • It's a musical game, so 210 of these assets are sounds. I'm currently in the process of regrouping all the small sounds on large audio files (see this post), but I still have a lot of work on this. The rest is a lot of UI elements which are separate objects, so the other changes will be regrouping them as different animations of one object.

    I don't have major problems reducing the number of assets though, but I would like to know if it is necessary to do it or if there is another solution (probably a server trick).

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  • Hi everyone,

    I've been working on a game for the company which employs me ( IMPS ) in the past 3 months. The game is finished and works great, but the IT manager came back to me because we had a server alert because the game has a bit more than 400 assets in it. The third party company holding the server thought it was an attack and put additional security. They told us that 400 requests for a single page is more than can be allowed, so I have been asked to rework the game and reduce the number of assets.

    Before doing so, I would like to ask you guys if someone already has this problem, and if there is something we can do server-wise, without recoding anything, to work around a lengthy process. A solution allowing me to automatically reduce the number of assets (I doubt this ever existed) could also do the trick.

    Thanks a lot!

  • Thanks for the suggestion, I didn't think there was a way to deal with it, but I'll still ask.

  • Thanks to your last comment, it now works perfectly. Thanks a lot, sir!

  • korbaach

    Thanks a lot! I conclude from your capx that it is not possible inside Construct 2, but is possible with Javascript?

    Il'll copy paste your javascript code in my project.

    Thanks again, really helpful!

  • Thanks 99Instances2Go for the reply.

    Indeed, I already finished the game with individual samples but I need to rework it because our server can't handle that many assets, hence the big audio files. :-/

    Thanks for the ideas & explanations about functions. I'll try to go with the array, it believe it should be possible to implement that into the code.

  • Hi everyone,

    I'm using a textbox to allow the player to enter its name, and I need the cursor to be always at the end (right) of the text contained.

    To make it perfectly clear, I want that when the player press the left arrow, nothing happens. I don't want the cursor to move left.

    I tried with Textbox > "scroll to bottom", but it didn't help.

    Is there any way to achieve this?

    Thanks!

  • Hi everyone,

    I'm currently working on a music game for which I am using large sound files featuring many 2 seconds audio cues that I've put one after another.

    So to be clear the audio file is something like:

    0-2 sec : sound / 2-3 sec : silence / 3-5 sec : another sound / 5-6 sec : silence ... etc ...

    This is necessary to reduce the number of assets so that my server could play the game correctly.

    Now I need to create a function which :

    1) Plays the sound at time (param 0) with tag (Param 1)

    (no problem for this part)

    2) After 2.5 seconds, stops the sound playing at tag (param 1) (or else the large sound file continues playing other sounds).

    Here it becomes more problematic. I can do it as long as there is only one sound playing at a time. The problem is that I need up to 4 sounds to be played at the same time with this function from the same file, and as soon as a second sound is playing, the first sound played won't stop. Of course I'm giving different tags here, I even tried to add a random value in the tag I'm giving.

    I tried many things, such as using a return value with the tag of the audio to stop, and then stopping the audio in the event which called the function instead of in the function itself. I also created a stop function called inside the play function, but in both cases the result is not better.

    Is there any way to achieve this?

    Thanks for any help!

  • mudmask Wow! I wasn't really optimistic about it being possible, but I got it to work really easily! Thanks a lot! And good job BrashMonkey!

  • Hi guys,

    I've got a question for Spriter experts (maybe lucid ?).

    Because of network issues (too many requests) I need to reduce the number of assets in some of my games. The problem with spriter is that it's using many small assets (one character is often more than 20 images). Is there a way to make a sprite sheet with the spriter elements rather than 1 element = 1 C2 object? Maybe 1 entity = 1 sprite sheet or something like that?

    Thanks a lot !

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Rable

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