part12studios's Recent Forum Activity

  • Awesome thanks for the function plug. i'll explore it for sure. i do think it's time and i do tend to get games that get unwieldy after awhile.. this pause stuff is a great example.. getting it to work wasn't terrible but it's the 10% that becomes a pain in the *** to manage..

    overall the pause isn't that big of a deal.. http://part12studios.com/temp/Games/Fin ... gerKing06/

    but yea i think for now i'm going to strip pause out of the game for the sake of time / gameplay and just make it a game where you don't get to pause (btw to pause you touch the green button then move back to the green button).

  • Yea actually that does sounds like a good approach. I'm a fan of workarounds.. lol because they tend to get me moving forward faster than the answer I think I want.

    Also I didn't know about the every x seconds still working with time zero.. that definitely could be manipulated to be helpful. I might rethink that because the biggest ***** has been objects freezing with physics. you have an item falling and then freeze it (using immovable parameter) and then unpausing kills it's velocity so it starts from zero again which is "ok" but we all know that wouldn't be how it should behave.

    Functions sound cool but I can't seem to comprehend them. Any time I try to make one I seem to not do it right and it doesn't work. I'll have to find a good function tutorial out there to once and for all teach me how to use them correctly. I've never made a game that uses them.

    Thanks!

    Caleb

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  • Hi there,

    So while I know that the overall game has a time speed which can be frozen effectively making the game totally lock up, I have a situation where i'm working on a pause mode for a game, but I have things that must still continue to animate..

    Overall I have a pretty good grasp on some workaround solutions for some things, but one thing i have is a fade in / out effect which isn't (as far as I can tell) something I can pause. I can easily stop the rotate speed of an object, but that rotating object while freezing the spin in the pause mode, continues to play through the fade in/out parameters as defined in the behavior..

    I've been working on a "roll your own" fade effect but this is getting hairy / unmanageable / unsuccessful with the fact that there are multiple of these objects on screen.. which i'm now experimenting with making a family but still struggling and is starting to feel like I'm over engineering a fix and becoming a bit of a time sink.. which takes me back to my question:

    can one object or family of objects be frozen in time while other things are not? If I didn't have to pause the game my fade in / out effect would be perfect.. but the fade behavior doesn't have any parameters that i could see that specifically dealt with "pause"

    Any advise / tips would be welcome. It's probably a simple "no you can't do that" but I'd love to be told something different!

    Thanks,

    Caleb

  • oh yea man that's pretty awesome. yea i should have searched more thanks for the lead! I didn't realize how much good stuff people are doing with webgl effect.. so few games i see with C2 every seem to incorporate them. I get it though since sometimes some browsers vary in their support for them. i had trouble with IE (awhile ago mind you) for windows phone using webgl effects in WP8.1 which was suppose to be webgl enabled.. but easy enough to disable for some platforms that might not support the effects fully.

  • Hi everyone,

    So I have this game that simulates an old VHS (work in progress) but yea I wanted to see about making the pause effect which is currently working BUTi wanted to give it a kind of paused VHS look..

    This is a perfect example. I didn't know someone did this till I found this in my searches for images so someone beat me too it but whatevs. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

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    in my game i'm using layout webgl effects but they effect the entire screen.. i was wondering if there is a way to apply an effect on a specific part of a layer perhaps? maybe some kind of blur effect but only effecting a strip of the screen or something like that?

    i know that i could attempt to use graphics to represent it but it wouldn't really look as good because it wouldn't distort the image behind it. just making sure i'm not overlooking a good technique i haven't discovered yet.

    Thanks!

    Caleb

  • two relatively short songs wasn't a problem but yea if you wanted lots of music it could become an issue maybe.

    yea i'll have to try that approach next time and see how it does.

  • ah ok yes now i get it.. yes the touch.x did the trick.. don't know why i didn't think of that.. ugh.. thanks!

  • blackhornet ok i see those. i'll mess around with it.. yea the visual isn't terribly off but the issue was irking me because of this kind of situation:

    take the player finger quickly over to the far right of the screen.. then quickly shoot to the left and the issue is that the arm is still pointing upward which would be unnatural for the player relative to the position of the body shadow. I'll research those and see if those do the trick and report back!

    Thanks,

    Caleb

  • Hi there,

    So I have a situation where I'm trying to make it where I can track where I am in the Window to control visual display. However at any time in the game my layouts might be much bigger than the window... so if i have a window that's say.. 1136x640.. but my layout is 3000x3000.. the problem i face is that i only seem to be able to get the layout x and y of my Touch position..

    http://part12studios.com/temp/Games/Fin ... gerKing01/

    notice how if i move over to the right of the screen.. the arm adjusts its position.. but this is currently based on the X of the layout.. which would be fine if my Window was also the same size but the logic breaks down when layouts become bigger than the window.

    Thanks!

    Caleb

  • jobel the only solution I have found is to use "effects" instead of music for playing songs.. this means basically that music will loop seamlessly.. i think the only trade off is that the music is uncompressed so it might add some size to your game.. so keep your songs short.

    I don't know about a giant gap, but yea if you want smooth looping music import the music as a sound effect not as "music" and it should be fine.

    if you need to start / stop music it gets trickier.. but for my last game http://www.kongregate.com/games/part12s ... video-game i actually (because it was slowing me down) just played both songs all the time and simply control volume of both turning down the audio on one as i turn up the audio on the other.. not ideal, but it gets the job done.

  • Ashley thanks for confirming. I think that anyone using a serious leaderboard system for a large scale game would be better off using facebook or some other service like that.

    Walessio yea I was talking with my buddy who made our leaderboard system. For now we'll leave it be, but yea if a game were ever to go large scale something airtight would be good.

  • austinblackbelt thanks for confirming. i was hoping maybe i was just overlooking something, but yea your suggestion is what i ended up going with.. as it is i'm making an integer between 1 and 1 million. I figure that's plenty for now.

    How exactly are you tracking google user id?

    I'm also wondering about a facebook plugin, though I know that might be a can of worms for basically one point of data.. but yea I'm just exploring all options at this point.

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