Tokinsom's Forum Posts

  • Just tried pre-loading all the sounds per level, which did the trick! I thought you just had to pre-load them once. Is there any drawback to pre-loading all the sounds/music at the same time? I didn't notice any pauses or anything at the start of the layout so..

  • Sorry to bump but uh..

    There'll be a little bit of latency on some sound effects on the first play, but it probably won't be very noticable if there's no latency on the preloaded gun/explosion/etc.

    It's very noticeable; it often takes ~2 seconds for a sound to play for the first time (if it plays at all) and it does not reflect well on your game. I've tried pre-loading all sounds but it doesn't really help. Do you have to pre-load sounds for each layout or just once at the opening layout?

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  • Ashley Yep, that fixed it :)

  • Any time I try to add a sub-event C2 crashes.

    ----------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    Getting event sequence number from event without one assigned

    Condition: sequence_number != 0

    File: Projects\Event.cpp

    Line: 30

    Function: unsigned int __cdecl Event::GetEventSequenceNumber(void) const

    Build: release 80 (64-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 0)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

    ---------------------------

    Abort   Retry   Ignore   

    ---------------------------

  • What does that have to do with it? During the shake the scroll offset can only go from -10 to 10, and will stay anywhere in-between until shaketime hits 0. When that happens everything should be reset, setting the scroll position back to the player.

  • +Player.shaketime <= 0

    +Trigger once

    -Set Player.shake to 0

    You just have to get rid of the offset that Player.shake causes when the shake ends.

  • Open Chrome

    Enter Chrome://Flags in the URL bar and press enter

    Enable "GPU Accelerated Canvas 2D"

    Play your game through Chrome

    Open tools and zoom in (or use Ctrl+mousewheel)

    Voila - Any zoom level with no blurry pixels! Press F11 for added effect.

    Good luck getting your players to get Chrome, though. People are afraid a S.W.A.T. team will bust down their doors 'bout 10 minutes after using it.

  • I've only had one problem with XAudio2, that sometimes after stopping and starting a new sound, sometimes it plays a tiny little bit of the sound that had stopped first.

    Unchecking "Enable Limiter" will fix that :) Drove me nuts before I figured it out lol.

  • Distance(Object1.x,Object1.y,Object2.x,Object2.y) Will give you the distance between 2 objects.

    Could you not simply update the Zombie's waypoint every second or so as your player is moving?

  • Always

    -Set Scrollx to Player.x+Player.shake

    -Set Scrolly to Player.y+Player.shake

    +Player.shaketime>0

    -Subtract 60*dt from Player.shaketime

    -Set Player.shake to -10+random(20)

    +Something happens

    -Set Player.shaketime to 10 or something

    Could use some tweaking to have the shake get weaker over time or be more consistent, but this should do!

  • If you are using webgl enabled, the filtering is automatic.

    Check in layout preferences, and you'll see options to turn webgl off, and set filtering to point, if you want to keep it.

    I think this broke in one of the latest builds. I used to keep WebGL off & pixel rounding on and the graphics would be perfectly fine, even when zooming in Chrome. Now they're blurry regardless of what settings I use.

  • It's due to the elephant/mammoth's platform and physics behaviors conflicting. Remove the physics behavior and it stops shaking. I don't think you can effectively use both on a single object.

  • but eventually konami is going to realize you're taking credit for all their unreleased SNES titles

    to tokinsom, and colonel justice, are these planned as commercial releases?

    lol I guess I asked for that one.

    Actually yeah this was supposed to be my first commercial project. I didn't plan it out very well though so it's kind of a mess right now (the video is from last october) I'm considering using the graphics for a different game; this sounded great on paper but it's not really what I had envisioned. I learned a lot from working on it though.

  • [TUBE]-UJlk0_nXVY[/TUBE]

  • The game is supposed to be difficult but rewarding. I really wanted to err on the side of difficult as opposed to easy. Completing the game is supposed to make you feel like you really accomplished something.

    I understand and appreciate that, and really enjoy challenging games, but this...THIS. La-Mulana and Eternal Daughter weren't even this hard XD

    A lot of it has to do with the controls. I tried JoyToKey but I can't get it to work with my controller's D-pad, which would really help. Got to 1058 feet though, and the 3rd level. Just now learned to harvest spikes and start using the inventory. The "c" graphic above the inventory was kind of vague..