LukeW's Forum Posts

  • Hi Artpunk

    You posted as I was typing a reply to Plinkie, so I missed this at first. Thanks for the feedback.

    Some of the music is pretty bad, I agree with you there. The songs are a bit placeholderish until I can get something better in there.

    Plinkie also mentioned the collision boxes for the buttons so clearly I need to get back and see about this. The collision boxes are currently bigger than the buttons, but now I'm wondering if they're too close to each other which is causing the wrong button to accidentally be pressed (the pitfalls of making a platformer on a touch device I guess). I'll look into it.

    I mentioned the timer as being an option in the other post, looks like this'll happen. Now that I think about it, I like the idea of not showing the timer unless the level has been completed at least once. This way the player won't feel rushed on the first play of a level while on a replay they'll have the timer there. Still have an option to turn it on or off as well.

    Can I ask what type of device you're on, your experience with these types of games and how you found the difficulty?

    Cheers

  • Hi

    Thanks for the feedback.

    The whole speedrun/clearing out levels was meant as a way to go back and replay the levels and earn extra stars. It's not actually possible to speedrun a level plus clear it out in the same run, nor can you speedrun a level until you know how to beat it as you wouldn't know where to go. Once you get a star for a level, it gets saved and you can't lose it. I can see how this might be confusing when a lot of mobile games require certain conditions to be met in a single run before handing out 3 stars. Clearly, I need to emphasize this more, I will add something in the tutorial about this, plus something in the first couple of levels. My intention with this style was always to encourage the player to take their time on the first run, then come back later if they want to really challenge themselves.

    I did have a timer there for a bit, but removed it for the sake of having less clutter on the screen. I may consider an option that toggles it on or off.

    I hear you on the bats, they were actually more powerful before :D I'm thinking I'll take them out of the first bunch of levels until players get a better feel for the controls. Will replace them with one of the easier first world enemies such as the skeletons. I also plan to add a variable jump control which will hopefully address your point on the jumps being hard to control - so basically a quick tap for small jump, long press for larger one.

    I'm still playing around with the best way to represent the shop. I like the idea of having some items available to look at right away, so I think this is a good idea. Regarding the whole Metroidvania thing you mention, the first purchase was designed to teach players how to use the shop, so progress is only blocked for as long as the player doesn't go into the shop and buy the first sword. Once you get that first weapon there are no more blockers, meaning you can beat the rest of the game with just the iron sword (not recommended). Still, I hear you, and will look at opening up some more purchases early on.

    Can I ask what you're background is when it comes to these types of games and what type of device you're playing on?

    Cheers

  • well, looks like it wasn't the FL Studio audio files causing the issue.

    I think I'm going to leave this for now, running without preload sounds on seems to be doing the trick anyway.

  • Ashley running the stable channel.

    Nepeo I'll have a look at that stuff when I get home from work today. I do have some small sounds files in there at 3-4kb, however, they're all .wav files.

    I was thinking about this this morning though. I use a few different programs to generate sounds. One of those programs is FL Studio. I don't think I was having this issue until I imported some sounds made in this (because I imported a whole bunch from different sounds generators at once, I didn't see the link). I'm wondering if I delete the sounds made in FL Studio whether my load times will vanish again. I will try this when I get home as well.

  • So removing all the sounds in my project made it load instantly. The loading bar did flick on for a frame before going straight to the first screen before the bar even had a chance to animate, so essentially instant.

    Likewise, setting the project to not preload sounds has the same effect.

    I'm wondering if I screwed up the encoding with one of my .wav files. This didn't happen until I loaded in my second set of sound files, so maybe I have one in there that's not playing along.

    For now, I think I'll just leave preload sounds off.

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  • Thanks for the reply. Not sure it's possible to test the log in APK is it? Never had this issue launching from pc.

    Having said that, I also noticed that sjrya says this: '-After some trial and error, I converted all my audio files (Sounds) back to .m4a from .webm and that seems to have solved my problem.'

    Which makes me wonder if this is somehow related to my issue, which only started after I added some sounds. In fact, I didn't even get the loading bar prior to importing the sounds, it would load instantly into the game.

    Going to do make a test version of my game with all the sounds removed and see what happens.

  • So this is a weird thing. I noticed it once on my Android phone (S7) after downloading a new update where I had added bunch of sounds and music to my game. On the first time load of the newest version, the game froze at the Construct loading screen. A restart of the phone fixed the issue and I didn't have it happen again for any new updates.

    Then today I opened up access to my game for testing. One of the first comments I got was that the game doesn't get past the loading screen (OnePlus 5), and that the bar freezes about 2/3s of the way across, pretty much exactly where mine froze that first time. So I suggested a device restart and, sure enough, the problem went away.

    Now obviously this is not an ideal situation. If the game requires users to restart the first time then you can imagine how bad this looks. I'm not sure if this might be related to loading of sounds (currently the game preloads sounds at startup) but that's my gut feeling based on the fact that this didn't happen until I added a bunch of new sounds/music. The game itself is small in size at 10Mb so I don't see what's causing it to hang (corrupted sound file maybe, if that's possible?)

    A link to the game is below. While I won't post the c3p, if a member wants to have a look inside I'm happy to communicate via pm.

    play.google.com/apps/testing/com.lukewebster

    Thanks

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  • Hi

    So I kind of feel like the manual is a bit lacking with regards to the persist behaviour, but I thought I would do some tests and see if this is something that I could use instead of my current system.

    Anyway, I have chests that only spawn the first time a specific level is beaten and they hold an upgrade for the player. If the player has already beaten that level, the game goes straight to the next screen.

    I thought I would have been able to add a persist state to the chest and have a boolean that lists if it's been opened or not, then check each time that level gets beaten.

    It works as long as I leave the program running, but as soon as I close the program down and re-launch it, the chest reverts to its original state.

    So I'm wondering, is there a way to make a persist instance save its state even after a program relaunch?

    Ta

  • lol, I'm such a dork. The answer was in my question.

    Just added a second variable which is the difference between 100 and distanceToOwner and set opactiy to that. Sure enough, it works.

  • Well, I already know how to do the first bit. I've got a shadow and it measures the distance to its owner and sets opacity according to that value. The bit I'm getting stuck on is that it's working in the reverse as to how I want it to happen. Basically, the closer the object, the darker the shadow should be, not vice versa. Added a gif to demonstrate.

    And here's the code:

    I feel like I need an expression that can take a number and flip it within a range of 100. So 3 becomes 97, 30 becomes 70 and so forth. But I don't know how to do that or if it's even feasible.

    TIA

  • Saw this in the beta and some pretty excited comments about it, but never having done much animation stuff outside of frame-by-frame stuff, I'm wondering what exactly timeline animations do and how this works in a program like C3?

    I saw "This allows you to design animations in the editor by creating sequences of tweens - for example moving an object along a path, or making some elements of the title screen appear one after another."

    And I just wonder how this is different to the current system of triggering through events or when an object reaches a certain position?

    As this is all new, there's obviously not much in the way of documentation and examples, but I'd love to hear a better explanation of what timelines are and how they work in C3 if someone feels like explaining.

    Cheers

  • Okay, thanks guys. I'm not sure why, but I find managing state machines in C3 to be so much more confusing than in other languages. Maybe it's related to the event sheet system, I don't know. Anyway, think I've got it all sorted now, guess once you know what the problem is, you can start looking for a better solution.

    Cheers