DatapawWolf's Forum Posts

  • Beaverlicious Patreon is a place to pledge monthly/per content item support; not for one specific product, but for whatever the developer pledges to spend their time doing. Could be creating funny videos, making games, drawing comics, & etc.

    I'll sum up the basic principles of each in some random example that comes into my head:

    Kickstarter "Ninja Comic Vol. 1" - Pledge A is $10 in return for the printed collection when it is completed

    Patreon "Ninja Comic" - Pledge A is $1 per comic strip completed in return for some special pledger-only preview perks

    Edit: there's a bit more to the system, of course, but I think you get the picture. Each has its own perks. One is like supporting the creator, and one is like supporting the product.

  • ryackov 5gb? Wow. That's pretty awful. No offense. :/ Not with competitors like 000Webhost (http://www.000webhost.com/). Used them a couple years. The only reason they took my site down was because I had botting tools for some old game up there. <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink"> Otherwise they had served me well as an excellent free host, and you can't beat 100GB per month bandwidth.

    If you're looking for a paid host, I've never used a better service than Byethost (who I buy through their reseller https://ifastnet.com/). They provide amazing tech support, consistent up-time, and plenty for your $$$, when I went on a hosting comparison spree. They also have a free hosting plan, and helped me downgrade from VPS to just regular ol' hosting a little while back.

    And last I heard they still haven't been bought out by the hellish EIG (http://en.wikipedia.org/wiki/Endurance_ ... onal_Group) who are renown for buying out hosts and turning them into money farms to support their investors rather than customers. I'm not putting that any lighter.

  • Interesting. The game design class (first one, and primarily 2D course) I took here at Elmhurst College went more like this:

    2 class days to learn about one game type

    1 class day to work on it in class

    1/2 class day to learn the more advanced version of it

    1/2 same class day to work in class

    As we learned about more detailed games types/mechanics, we'd be given more days to work in class and learn about the next step.

    No groups, and the majority of the work we did was on our own. Deadlines were pretty tight, but we had instructions on how to complete the tasks. We were also told to add variations to the games in our own style, and given guidelines as to what to add. Eventually we were on our own to find graphics and audio that worked with whatever we were developing, and we dropped the drag-and-drop functions to learn how to use the scripting language.

    We'd completed, I believe, 7 different types of games, and 2 extremely simple 3D games using Game Maker 8.1. I was told the second class, a 3D one, uses Unity 3D.

    All in all I really enjoyed my time spent since we learned about so many different game types, and created so many different types of games.

  • johnrazor that could be done, but what about playing the file? And what exactly do you mean by "metadata"?

  • [quote:1gcusn1u]1. User launches application, which has no audio imported.

    2. Audio is pulled down from a server somewhere, and is not static (names and attributes of audio could be different every time)

    3. Audio is played back when triggered by user.

    es. As far as I know, there is no good way (or maybe even any way) to create a program that can load audio externally, whether it be from an online server, a local hard drive disk, or whathaveyou.

    For instance, I asked this a while ago, and got nothin':

    And this, too:

    Not one reply, even after hopefully bumping them.

    What I would like to do is create a game that can load external audio like Audiosurf can (using a plugin like the File Chooser), pre-analyse said audio before playing it and not during, and then create the game level/layout/etc.

    It seems that the current state of Construct 2 does not offer these features like, say, Unity and Unreal can. I should probably be switching to either of those engines, and not use C2, but I really do enjoy working in this engine, and hence I'd like to actually develop with it.

    /end wall of text

  • Valerien good to know, thanks.

    johnrazor Well, have you taken a look at the analyzer built in to C2 already? You may be able to build off of that.

  • johnrazor I have often heard FMOD mentioned when I was researching Audiosurf/Beat Hazard type games. Could one use FMOD for these? If so, I would be extremely interested. The only other step would be getting a C2 plugin that finally allows us to create games that can import music at runtine.

  • Good question, but I guess that depends on the reason. If you need, for example, players to test your game, why not create a forum thread here:

    If you just want people to play your game, get a developer account over at Google for the Play store, since expecting people to download, install, and play APK files from some random arcade page is a shady practice.

  • damjancd I have found Audacity to be extremely useful in situations where it is difficult for C2 to convert audio files: http://audacity.sourceforge.net/

  • The people who visit w3shools I can guarantee are more related than other available statistics in terms of users who'll actually dedicate time to playing online games.

    Also, here's another one: http://en.wikipedia.org/wiki/Usage_shar ... b_browsers http://gs.statcounter.com/#desktop-brow ... 807-201406

    Which shows a similar percentage. Double, I grant that, but shows that, simply, the majority of users do NOT use Internet Explorer.

    I still don't understand why going through the trouble of supporting Internet Explorer will actually result in any gain in terms of a computer gaming audience, but that's just me. I'll do it my way, and you can do it yours. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Beaverlicious newt what they said.

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  • ggibson1 rho Market share? "most people do not bother switching browsers"? Here are actual usage statistics: http://www.w3schools.com/browsers/browsers_stats.asp

    Perhaps if you are marketing some sort of useful application, yeah. But absolutely making sure there is IE support in a game? I'm extremely skeptical. The majority of people who don't switch are either the technologically inept (usually older folks) who wouldn't play your game anyway, let alone even know what online multiplayer games are, or are stuck on computers locked to one browser (and thus somewhere where they won't be playing games nearly as often). Even the schools I went to (highschool, and now college) installed at LEAST Firefox if not Chrome on the computers there. Even the crappy laptop I use while I'm at my scheduling job. Chrome.

    I understand browser applications that companies use. My father works in IT, and the browser applications are limited to support under a specific version Internet Explorer. I get that. But this isn't nearly as applicable to video games, which you won't find the IT dept. installing.

  • "Should of been" actually makes no sense, and is incorrect. I think it comes from people trying to say "should've been" (and while should've I believe isn't an official word/contraction, it should be, and people use it like one) because if you've got an accent or aren't pronouncing it properly, those "similar phrases" come into play, like the aforementioned "should of been." Typing it is even worse, but understandable. Sometimes people type like they talk, and hence these slang forms come along.

    At least, that's my take on it. I don't know for sure, but it makes sense to me.

    Tl:dr, "should have been" is the most correct English phrase.

  • So, any ideas? Ashley maybe? Should I make a feature request? I cannot imagine it would be that difficult. I see this as a feature with many uses were we to allow users to load many other kinds of files rather than just simple graphics.

  • Is there any way that we can use the file chooser plugin in order to load an audio file into a game and play said audio file using the audio plugin? I would like to create something of an audio visualizer, and so I need access to the effects in the plugin. I am willing to figure out a way to filter results to only the audio playable on a particular platform, but this is the only way to even create a visualizer program in Construct 2, so the requirement is non-negotiable.

    Alternatively, I would be interested in a plugin that does this and has an analyzer akin to the audio plugin that comes with C2.

    Even if you don't know, I would still appreciate a point in the right direction.

    Thanks!