inkBot's Forum Posts

  • How about WebGL? Currently few mobile devices support it afaik.

    Since the Ouya is focused on gaming I'd hope that it supports WebGL.

  • I imported the files as sounds instead of music and it now loops seamlessly for the most part.

    Seems the issue mainly lies with how C2 handles the "music" part.

  • Are you talking about intro tracks transitioning seamlessly into the loop section, or the loop section itself not repeating seamlessly?

    Both.

    For the first one, are you experiencing this while previewing or are did you play it uploaded online?

    Both.

    I also opted to import the music as "Sounds" and play them as "Sounds", mostly because I feel I get a better sound and better loop.

    Haven't tried that, not completely sure why there would be be much of a difference.

  • Are you sure the audio file itself actually loops seamlessly?

    Completely, at least regarding the versions of the files that I myself have exported.

    I actually went and checked all versions of the files that I have, including the ones that C2 saves in the exported folders. I have the original files in mp3, wav, and ogg in a separate folder from where I import them to C2.

    The way I check if the files loop properly is I put them in Foobar and queue them up then listen for gaps when the file switches.

    I first checked the files that C2 produces from importing the wav version.

    When the player switches files the gap is there too. So I checked the original wav, the gap is there too.

    So I went on to check the ogg versions. They loop perfectly. No gap, no nothing. So I tried importing them directly into C2, skipping importing the wav version (losing the m4a's is not a big deal for me anyway). I tested it again in both preview and exported versions, the gap is there still. Lastly I just copied the files that I know loop perfecly directly into the media folder of the exported project. Still a gap. I also tested the exported project on my laptop, same thing there

    At first I thought it was due to how C2 re-encodes the files when you import them. But I checked the exported files from when I just imported the ogg's into C2, and they looped as intended. That the files C2 made from the imported wav didn't loop properly was half-expected, because wav has never been good with looping. I avoid using wav anywhere I can, if I can.

    Am I guessing right that when you checked my link you didn't notice any gaps?

  • The pre loop song is about 17 seconds and the looped song is 2 min and 4 seconds long.

    I mainly use Chrome and the gaps are there for me. In Firefox the gap is more noticeable than in Chrome. I also exported it with Awesomium. Awesomium switched from the first song to the second song seamlessly, but when it looped the second song there was a gap.

    Good to know that multiple tags are planned. Shoulda figured that the "&" would just put the tags together.

    Not sure if it's of any use for C2, but there's a new codec I heard about recently. It's called Opus and afaik it's built specifically for internet use in mind, and it's also been standardized.

    http://www.opus-codec.org/

  • NotionGames - Cool. :)

    Ashley - Since the topic is about audio/sounds, there're two things that I'm wondering.

    First, when adding tags we can type '"music" & "title_loop"' in the Tags expression field, but when doing this I can't access either tag when trying to change the volume and such.

    Is this because we can really only have one tag for a sound, or is it a bug?

    Second, (this is kinda unrelated so little bit of thread hijack here) when looping music or switching between songs there's a notable gap when the music loops/switches.

    I'd like the loop/switch to be as seamless as possible, can this be improved somehow?

    I made a little test title screen for fun and in it I switch between one song and another, as well as loop the second song. It's all supposed to be seamless, but isn't due to the forementioned gaps. Link

  • Nope. The second one does use sprites for the enemies and gun model, but it's still a 3D environment. Think Doom.

  • I just tested changing the volume of "sound" in my own project using the same method, and it works nicely. The sounds all played with the specified volume. I tried triggering the sounds after and before I lowered the volume. It worked as intended in both cases.

    I'd hazard a guess that it's your events that are at fault.

    I cannot see why you would need so many tags for any individual sound. At most I'd have a tag for what type of volume (sound/music) and enemy type (if I wanted to be specific).

    What are you doing that requires so many tags? And if you really need so many tags, wouldn't you just be replacing having a lot of tags with having a lot of families?

  • But the volume not updating properly isn't what you were asking about.

    Tags is pretty much families for sounds. You can add more than one tag to a sound using '&'.

  • With global volume I assume you mean "master" volume? As in it affects both sounds and music?

    I actually thought about this a few days ago and came up with a solution.

    I'd have variables for "sound", "music" and "master". Sound and music goes from 0 to 100 while master goes from 0 to 1.

    Then when you set the volume for say sound you do this:

    "lerp(0,sound,master)" (you can add round(...) to the expression too if you want)

    Now the sound variable will scale according to the master variable.

  • I have a Wacom Cintiq...

    *transforms into jelly*

    Anyway, the cover looks great. Very vibrant and lively.

    Two minor things I'd point out. The highlight on the balloon has an outline, which looks weird.

    The "L"'s outline is also visible in the highlight.

    Other than that, nice stuff!

  • Ashley - I don't necessarily agree. It depends very much on the game in question. Example, Bastion. The desktop version of Bastion runs fairly well for me in 1920x1080, but not well enough that it's comfortable playing at that resolution. But that's the desktop version, I can change the resolution in that game as I see fit. The Chrome/web version of Bastion? Not so much.

    If I want to run it in fullscreen it's forced to run in the native resolution of my computer, which causes the game to run at a somewhat inconsistent framerate. It's actually a bit worse since the Chrome/web version of Bastion is not as optimized as the desktop one.

    Never say never. A game using all kinds of shaders, big assets and a lot of layers could very well have issues on lower end systems. It's not unreasonable to want to be able to figure out what the minimum specs would/should be. I'm not sure how you would do that aside from testing the game on everything, which (I gather) is why the question was asked in the first place.

    From what I've seen so far Ubi Land is unlikely to run into such problems. But then again, I haven't seen the entire game yet.

  • Thinking about the Ouya, it makes me wonder: wouldn't it be cool if there was a game system like that but it read and played the project files of all the popular indie game dev platforms?

    That would be completely unmanageable and insecure.

    NotionGames I really like the way you draw clouds.

  • It may work on any setup, but it might not run at a proper speed if the specs are too low, which is what I think NotionGames was asking about.

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  • Looks nice and plays pretty well, though the jumping sometimes gets locked for some reason.

    A lot of the sounds feel very out of place. The first one that comes to mind is the sound effect for your main gun. Since I'm controlling a big stonking mech I expect a satisfyingly meaty cannon/rifle sound from it, but instead it sounds like I'm firing a dinky pew pew laser gun. The enemy soldiers on foot have meatier sounds for their guns.

    I also noticed you re-used the sound effect for the players gun for some enemies guns (don't remember which). I'd suggest avoiding that because it can be slightly confusing.

    Talking about audio, some more varied music tracks would help a lot. The first level has a very much ambient track. Which is good, helps set the mood. But for situations like the truck sequence, something more energetic will help a lot to engage the player.

    Btw, that text screen just before the truck sequence, way too much text to set up such a simple scene.

    You could also give some more feedback to the player. For instance, the first time I ran into the drone spawners (or whatever you call them) I didn't know if they were destroyed when their sprites changed. The broken state wasn't drastically different from the normal one so at first it looked like it was partially destroyed.

    You have to duck to be able to fire on the regular soldier enemies. This would be fine if I could just tromp over them instead of shooting them.

    You also have some wonky english here and there.

    Anyway, looks to be a cool game.

    Edit: I figured I'd go back and double check some things in the game, but I'm currently stuck on the loading screen.