Aphrodite's Recent Forum Activity

  • For the second question, as far as I know there are no ways to do it as simply as that unless you use the nickname plugin (I think it let's you spawn objects with a string rather than needing to select it, this string could be a variable to change the object actually spawned), I never used it personally.

  • I did though (actually I know) that you actually needed m4a files too... for internet explorer and safari, as there is not one single patent /royalty free format that works across browsers.

    Which is why the recommended way is to import a wav in C2, which will convert it to both ogg and m4a (or import both of them), unless I missed something and microsoft edge does have a way to play ogg vorbis files which could be the case, I just use http://html5test.com/compare/browser/ie-Edge.html as a reference.

    It is not that C2 support one format or the other, it needs both (the ogg is the main one that the editor uses, the m4a is a fallback for browsers that simply won't understand what an ogg file is due to a lack of implemented codec), it is also not a news.

  • A .capx would have been nice, as without it they will simply assume your files are not encoded correctly and close it wIthout investigation if they are able to make just one file run.

  • I am not sure it would work but perhaps pasting the layers with the canvas plugin, loading the result in a sprite, and setting it's size on both axis could work, however It could be really slow.

    Also keep in mind that 8:7 to 4:3 can work (as it is a slight change of aspect ratio), but 8:7 to 16:9 will not be pleasant for anyone involved (Manos is an exemple of a game that scales completely like that, and... it is disturbing), and as 16:9 screen are now something common, it is something to think about.

  • I'd say to stop worrying about being considered as a beginner by a FB groups without knowing the general distinction they make, as this "beginner" vs "expert" thingy lose its sense quickly (I would say your games can be improuved a lot, graphically and also gameplay wise, even though there are good bases you can go with a bigger things if you want with maybe more organisation(?), I don't think you are not able to do greater games at least)

    As colludium said, ask for the general criterias to know what to improve, or even if it is worth being in said groups (if it is only the amount of money made (which could be a possibility), it is not a direct reflect of quality but more like how much can people squeeze out of markets (I won't make the link to the "book about making money with flippa joke" but you get the idea). If it is about something more meaningful then, yes, it can be worth it to learn that and have a different opinion).

  • Most of the same kind of games seems to adopt a world-level environment.

    So in your case, imagine you have 240 levels, and can show 12 levels per screen, that would make 20 worlds, we can have a first screen that let's you select between 20 worlds, which would basically be "level 1 to 12, level 13 to 24, etc..", easy to navigate yet has a lot of options

    As the listbox too would be a pain to scroll too in that regard

    The other advantage is that most people won't want to play "level 98 again", but they may wanna play the "6th level of the asteroid field world"

  • The select level screen is just teasing me, like: "you see those big, shiny cells for each level? Well screw you! Use the listboxes at the bottom man!"

    Apart from that no big issues for now.

  • Mylon try to have a condition of the text rather than on a sprite to see if that makes it happen, as in your first exemple, one of the conditions and the actions are acting on the same type of object (heroes)

  • I figured it out!

    It's the *text*!

    Apparently if you zoom in too much when some text is on a zooming layer, the draw calls go absolutely bananas, and the browser will eventually crash! How nobody has run into this issue, I'll never know.

    Thankfully I've been able to replicate it in a blank project and I'll be submitting a bug report.

    Thanks for the suggestions everyone!

    Edit: Here's a link to the bug report.

    Interestingly, I would guess the same thing would happen if C2 could render vectoriel files, as the texture will increase in size and be processed each time in that too. (Kind of offtopic but still)

    > The closest I can think of is experimental features like 30FPS mode, which never saw a stable release..

    >

    The new "Set minimum framerate" action? Is it so bad?

    No, another feature that capped the max framerate to 30 fps for more stability (easier to reach), it just did not work at all and was removed rapidly after.

  • I think I remember something similar, I did not took attention on it as my first reflex was to go to the layout tabs then clicking again (don't ask why, it just was), but now that you are bringing it up, it is odd.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • The page https://www.scirra.com/arcade/terms-and-conditions displays nothing for me either, and the view source did not help seeing them.

    Browser glitch or not, this is an important issue, as even the source does not describe the terms and conditions, which means a lot.

Aphrodite's avatar

Aphrodite

Member since 20 Dec, 2011

Twitter
Aphrodite has 2 followers

Trophy Case

  • 12-Year Club
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Forum Hero Made 1,000 posts in the forums
  • RTFM Read the fabulous manual
  • Email Verified

Progress

17/44
How to earn trophies