Hayes2D's Forum Posts

  • FMFM oh god I know that sounds too well! Couldn't agree more, lets face it, music is a huge part of making a complete game. The only progress I've made on changing the audio to 48000khz is also putting the music in the sounds folder (in consteuct 2). All that does though is makes it always sound terrible.

    Not a clue what to try now.

  • Ashley cheers for looking into it! Looks like it doesn't effect the iPad Air 2 (same response from one of my testers). I have however only tested on iPhone 6 myself. I'm not using the Intel XDK myself, never been a fan. I'm using the Cordova CLI (6).

    I'll give phonegap a whirl my side on Monday but if anybody else has chance before then that would be great!

  • Tons of progress made since I last posted!

    • Weapon tweaks:

      HR78 You'll like this one, I've made the bullet and laser allot more chunky. After allot of similar feedback I decided to update them. I've also added a trail and some more details to the missile.

    • Magnets and shields: Added magnet and shield consumables. Magnets pull the scrap towards you and shields essentially give you an extra life!
    • Prizes!: Watch an add, pop a prize. Prizes range from scrap to shields and magnets.
    • Loot drop: Collect 1500 scrap and unlock a loot drop! Smash the loot crate and see what you unlock. Unlocks can be ships, weapons, trails, themes, mods, shields and magnets.

    I'm currently wrestling with getting in app purchases implemented and a couple of tweaks after feedback. After the shop is implemented I should be ready to upload to the App Store!

  • I'm going to try some different sample rates and see if the effect is any different. That way I'll be able to work out if it's because they all need to be the same sample rate, or if it's because they all need to be 48000khz.

    Tried as low as 8000khz and the old bug (distortion) persists. It does seem like the 48000khz option is the way forward.

    Again, if anybody else is working on a fix please let us know what you've tried so were not all attempting the same things.

  • [quote:2hwzm8bd]So changing the sample rate to 48000khz fixed the audio problem but I had no sound on the FIRST run but anytime after I ran it the sound was fine. Why would it require the app to open and close one time before the sound would work and is there a work around for this like preload which doesn't seem to do anything.

    Thanks for discovering this - I wish Scirra would look into it a little harder.

    mars1985 Yeah, issue I had. If you turn the volume all the way up on your phone, you should notice the buzzing. I'm going to try some different sample rates and see if the effect is any different. That way I'll be able to work out if it's because they all need to be the same sample rate, or if it's because they all need to be 48000khz.

    Other than that, I'm not sure what else to try. Any suggestions or a word from Ashley would be fantastic!

  • Sorry, fixed. Just needed to update node.js. Cheers!

  • Hi,

    I've just had to update the CLI (6) so I could get in app purchases working and now I can't seem to add the cranberry admob plugin. Is there any updated or alternative plugin that uses construct 2's admob plugin?

    Literally had it working this afternoon: http://hayes2d.tumblr.com/post/13892411 ... has-prizes only to break it a couple of hours later.

    Any help of this would be fantastic!

    Cheers,

    Rob

  • I've found a fix, though it has a knock-on effect.

    The fix: Export for cordova like you usually would. Now go into the media folder and what you want to do is replace the existing audio with 48khz (sample rate) versions. How I did this was I fed all my audio through https://online-audio-converter.com/ (to change the sample rate you'll have to open up advanced settings).

    Now just build in the intel XDK, terminal or however you get it native on your iphone.

    The knock-on effect: I've found that on the first play or after the first play in some time, the music just turns into a faint but high pitched buzz. Upon rebooting the app it will all work normally, but as you would imagine this still isn't ideal.

    I have noticed that the "preload x" or "preloads complete" doesn't work on ios and I'm curious if this is something to do with it?

    Any ideas or suggestions would be great!

  • Building weapons for Thumb Space

  • Just finished Thumb Spaces unlock-able weapons so I thought I'd show them off!

    From left to right: Missile, Laser, Plasma Beam, Nuke and Rainbow Ray

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  • Still making progress towards the release build!

    Most of the UI is in place:

    http://41.media.tumblr.com/2423ea69c16b ... o1_400.png

    All themes etc are in place:

    And finally finished drone spawning including elite drones!

    Just rebuilding the ammo system now. Not long left and everything should be complete! Aiming for a mid Feb release on the app store.

    Hopefully I'll get some more time to make some regular posts instead of a torrent of spam like this haha

  • 0Hayes Nice graphics!

    Thank you very much! I have a build out on the arcade too if your interested in checking it out https://www.scirra.com/arcade/action-games/thumb-space-4543

    Forgotten Legendz - Dungeon crawler + rpg elements: wip

    Loving this, it oozes that baldur's gate/DnD feel!

  • Just added loot and elite drones to Thumb Space:

  • Started implementing the loot system. Eventually you’ll be able to spend scrap on unlocks such as new ships, ship trails, weapons, themes and mods!

    Check out the build here and let me know what you think: http://www.newgrounds.com/portal/view/668579

  • Imho the projectiles must be remade bigger and more colorful (kinda plasma bolts).

    In the gifs they are too tiny, they don' t look like something that "hurts"...

    Beautiful asteroid field background!

    Thanks! I'll be adding a shop and unlock system eventually with more weapons (ones designed to have much more impact in every sense). Also the .gif is scaled down by about 50%, have you tried the actual game?