Burvey's Recent Forum Activity

  • tomi71 If your audio was lagging then you were most likely playing on a device that wasn't up to specs.

    Or, there is a known browser issue where when you play positioned audio for the first time there will be a pause while the sound information loads up. You can work around this by playing the positioned audio for the first time at the start of the layout at something like -1000db. (You should do this at before the player starts the game, like on the title screen layout for example). That allows the positioned sound info to get processed by the browser at the start of the layout without the player actually hearing the sound.

  • I liked it. It's simple yet hard at the same time. Almost like friendship.

  • First add your listener object (usually the player sprite) on the start of the layout. Then add the sounds to the objects you want in the event sheet. Then click on the Audio properties menu and tweak the different settings until you get everything exactly how you want. The C2 manual will tell you what all the different settings do.

  • What's stopping you from using the invisible solid object method?

  • I just noticed that on one of my old games, the system save and load aren't working anymore after export to nw.js (I re-exported it after I fixed some bugs). It still works as expected in the C2 preview. Any idea what could cause this? I'm just using the simple system save slot and load slot.

  • This should get you started. This uses a spritefont but you can do the same zoom effect with sprites or whatever.

    https://www.dropbox.com/s/6gpdz8qk4658u ... oming.capx

  • Maschka Thank you for your comments. All the levels, including the entire overworld, dungeons, towns, caves, special battle areas etc are on their own layouts and since I use tilemaps for almost everything I can make the levels big without using up too much resources.

    I do most of the design in Gimp and Tiled.

    My children are a little young to play test the game, but they love watching me work on it.

  • You're welcome. Stuff like that is easy to overlook. Glad you got it figured out.

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  • In the capx that you posted in the bug report, the border object is being created an unlimited number of times. Not sure if it's related or not but just a heads up.

  • I seem to remember an issue where if you have webgl enabled and you are trying to zoom in on a text object it would cause havoc with the draw calls increasing. I'm not sure if that's the issue you're having or not though.

  • Why can't you just make MovingLeft and MovingRight animations and switch between them depending on the state of the sprite? Maybe I'm misunderstanding what you are wanting to do.

  • I think the controls are hard to understand and get used to. The icons aren't recognizable and the GUI isn't labeled well It's hard to know what everything is for when you're starting out, which is the most important time to keep players interested in the game. Also, there seem to be a lot of more expensive IAPs which tend to turn people off to a game.

    It looks like it could be a solid game if you get some of the basic user friendliness stuff down first. I think someone already recommended a playable tutorial which wouldn't be a bad first start, along with labeling the GUI icons/objects.

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Burvey

Member since 5 Oct, 2013

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