DozeMaster's Forum Posts

  • the new audio visualiser example capx was added on first page of the topic.

    you mean the setup is simple, the math looks a bit difficult. but i love it.

    Topic where we initially started the discussion.

    there is no hard math there, outside the cos() sin() placements i did for 1 row of blocks. the rest is simple + , - , / , *

    the long strays of numbers due to the fact i was to lazy to place the info into 1 variable, so i used the default audio.binfrequencybinat("audio",0, block.id)

    "audio" <-tag of song

    0 or 1 or 2 <- number order of the audio effect, in the order they are added on start of layout in audio effect order wold be 0 is first, 1 is 2nd , 2 is 3rd effect.

    block.id <- order number on spawn, that is used to get the audio.beat level information at that block.id order in the song.

    as you can see i made a repeat 100 loop for each row of blocks, and then picked them up based on frame, the first row is the back one when game plays, it has the default frame,

    the second row is the white one mid picked by frame 1

    and first one in front is the row with frame 2

    then i just repeated the binfreaquency for each of it if audio.rmslevel is not equal with infinity so we dont break the game. (the infinity check is doing a sort of everytick), since infinity isn't reached unless song brakes cause of fps suddenly dropping or cpu utilization spiking.

    the rest is basic rgb color set, and sizes divided by some numbers based on resulted value of the audio.frequencybinat with different analyser effects that have different FFT sizes and smoothing as you can see on start of layout.

    other expressions used abs(anynegativenumber) gets turned into positive number (ie. abs(-1)=1)

    hope i didnt made it more confusing for you. if you follow the Construct2 analyser effect you will see its not big difference, but the fact i dont use rms and peak level, since they are basically the same data, just with different lengths.

    so frequencybinat gives u a more accurate song beat detection.

    the only thing new compared with the official example, is that i added 3 analyser effects instead of one

    P.S i always forget to comment the capx, when im doing something, sory for that.

  • if you still want to create it, as long as you dont use the original Pokemon graphics, and you dont use the official game, logic/programming files(ie. js code etc) you cant be sued. ideas can be patented, however ideas that are made public, cant be called in a Law Court. as long as you do what i said above.

    however this is not a official legal advice, you should contact an attorney and ask him, or contact Nintendo(as i recall if you contact them, they give you permission, as long as you also publish on their platforms, where you also get a % of the income.). the advice i suggested is from my own knowledge.

  • nice, its smooth, you can also try the below one its a bit more quicker then the sine one.

    condition

      on object clicked
      Action
        set scale to 0.9
        wait 0.01
        set scale to 1
  • i seen it, its awesome, i found also triangulation and other cool stuff there, but some of them are just to unusable (high cpu eaters.), but then i used Chrome to preview them, so might be that "chrome did it" awesome work, keep it going

  • totoe

    It seems that browser will take a lot of time to load the video file.

    yea that was my bad, placed a c2 project in forum with a 10 mb video file on a free hosting service, and it got spammed, website traffic last night almost crashed the server lol.

    or my internet is not good

    is the video from youtube or is it on his server?

    But beside the loading, the effects looking awesome.

    and thanks for bringing this stuff to c2!

    yea that also, im surfing from a maximum band i could get my hands on, so i dont really feel 10Mb-5Gb(1-20 seconds loading) of files on loading or hosted online. its loading super fast for me.

  • WOW, you put up a really nice visulizer. any chance we can peak at the source?

    keep up the good work!

    thanks, sure here is the capx download

    Hi, Help Please

    Javascript error!
    THREE is underfined
    http://localhost:50000/Q3Dviewp_plugin.js, line 29 (col 3)
    
    Construct Version (r239)[/code:ibkclcw5]
    

    why the link? try reinstall it .... the plugin i mean

  • yea video plugin is a good plugin to rely on, its really fast, make sure u name ur files with lowercase's before exporting if you play from files inside the C2 project and not from external links (ie. "myvideo" and not "MyVideo")

  • thanks for this awesome plugin Senpai here is something i did with it as an example i know is the same example u made public i just tweaked it a little so everybody see's what a great plugin this is.

    Awesome Tone.js plugin in action - don't mind the hilarious content shown inside.

    Outrageous its freaking reading audio data from video's :O

    .........................................................................................................

    now that i had fun with it....

    time to get my project started "Dance time, ap ap apa apple"..

  • nice patterns awesome effect master Gigatron

  • Your demo works just fine, what browser are you using ?

    Chrome

    well that kinda changes everything......... this is weird now. based on your reply, i played the game using Mozilla, the music doesn't stop anymore, and i loved Chrome so much ..... sry for calling all the people in topic just to realize is a Chrome "natural thing".

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  • Hi, wanted to ask: i did a new visualization type of example in scirra arcade, its a bit intensive, however, around 30% in to the song playing, the music stops, any idea why?

    Is that the Arcade area has a limited cache for each template? or is it a connection/buffer issue?

    on localhost C2 preview song never glitches

    song is a .ogg format exported from audacity as Stereo 32000 Hz 32-bit float

    is it because i dont use the normal loading layout?

    or that i checked the Clear background to "NO"?

    Arcade examplealso found in signature that breaks.

    or could it be that is because of the audio plugin analyser effect that i added 3 times, with different FFT sizes? (3x analyser effect with FFT sizes from 2^12,2^11,2^10/smoothing 0.6-0.3-0.2) = needed more then 1 analyser effect to be applied, for the right rms configuration since its a stereo. atleast thats what i seen so far from my past tests, applying 1 analyser effect only gives u ability to customize one data, while having more is similar with doing dual band beat detection, which works fine on preview, but it seems it might be to expensive on online demo.

    Example uses the Q3D plugin, and some shader FX (requires automatically webgl), however its not that intensive as events, its a basic 10-15 event system that loops.

    (internet im playing from is a 1 Gb bandwidth connection, PC rig with enough resources - i dont drop under 60-59 fps and i dont go up from 0.05 CPU utilization)

    Edited: i uploaded the same (source link changed-to a more stable host)example on one of my websites that has free hosting(low resources) so far song did not break.

    Ashley or Tom can get some info on this? is it a arcade problem (or maybe arcade doesn't act properly since i use the 3d object as .js file and the custom Q3D plugin which i remember the arcade only allows some plugins and the default files, but then i was allowed to upload it anyway.)

  • oh, that i missed out to read, i never checked the limitation if are raised above 100k, never needed it, that's a topic i missed to read, well then ( " hehehe-ops i fahted, a man faht") its even better i learned something new today, thanks man!

    Ashley thanks for confirming this! that i didn't knew. i bet there is more, that i missed, but always eager to learn!

    ...you trown me a bait, i hate you >.> ..... hehehe...seriously now... how couldn't i get the reference of the movie "1mil dollars...hahaha "

  • > 100,000 pixels max

    > 2 pixels minimum

    >

    Min: 2 px

    Max: 1,000,000 px

    Layout size limit.... I think you are talking about the usable (with accuracy) layout size.

    i'm sorry but i dont know what accuracy your talking about ..... i just know whenever layout settings are set manually (i guess this means usable with accuracy?)

    the min is automatically set to 2px if u try to do 1 or 0

    and maximum is automatically forced to 100,000 pixels if u try to type something more then 100,000 pixels (100k/ one hundred thousand)

    i know image is about project window size... same applies to layout sizes manually

    i have no idea what happens if u set it by events......

    hope no wild Lorax will appear.

    the margin (unusable size doesn't count)

  • try that, see if uploading a new one and assigning a new ad to the new com.id.com thingy gets detected but as said, i do remember now, i had to wait around 24 hrs before i could get the link from the approved game in gplay. unless u already have the app approved and is visible, then i have no idea sorry.

  • if your object has physics, just create another image point to the top and apply impulse or force towards angle u want that is 0 right, at image point 1 lets say and should automatically rotate(if you have allow rotation on the object physics option)