jobel's Forum Posts

  • Don't worry about trying to play them at the end of the last audio clip--that would never work and would sound bad. Instead, export each measure or whatever you're using individually but don't cut off the decay at the end of the audio.

    ahh yes, like in RMX or REX beat slices and let them overlap. Very cool idea.. so you just have to do the math to figure out the timing of when to trigger them... (song_bpm / 60) * 4 (beats per measure). And if you are syncing them with a "master track" like you mentioned previously you'd figure out multiples of Audio.PlaybackTime("master").

    if you cut up music into small enough sections (not too small) then you'd probably never have to re-sync right? Since the timer would keep everything together and the music wouldn't be technically "looping" because you'd be doing that manually...

  • The best way I've found around this is to do a bunch if small clips (usually measures or passages) cued with a timer.

    that's interesting, and do you cue these passages or measures together in a playlist so they play after one another? I'm actually experimenting with this for another reason entirely.

  • I really like to re-sync tracks when they've got silent/quiet to ensure no one hears a blip and then I just re-sync by a comparison (if one track is greater than 5ms in either way away from the master track, seek to it).

    Have you done this with tracks that were playing? I'd imagine the player would hear something so it's better to do while they are silent.

    perhaps you can always resync without any checks? since it takes Chrome about 3 loop iterations to go out of sync, you could just always resync after the loop? the problem would be if you heard it.

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  • rexrainbow sorry I never replied.

    using your plugin because it's just for loading data between layouts. It seemed easier than setting up a whole array.

    also, I think my problem was some sort of picking issue. I've moved on since I now have it working, Thanks!

  • Lunatrap thanks for the nw installer! wow, nice to see my game be smooth again!!

  • Ashley thanks! I very much hope the problem is fixed in v39...

  • yes this broke the enemies in my game.. made them jump to random spots. I think what is happening is the sine movement continues to calculate where the sprite would be if the code was still enabled.. When you disable the behavior the movement stops making it seem like the behavior has been disabled... when you turn it back on it seems to jump to the point where it would have been had you not disabled it.

    seems like it could be a simple fix.

  • When I lose heart I export to Node Webkit, which is based on an older version of the chromium engine that was not broken - it's as smooth as a smooth thing...

    thanks for this, I'm trying to make a video of my game and the screen stutters are so incredibly annoying. NW runs so much better!

  • One warning. I must stress. Construct is incredibly art driven. You need an art asset to implement your code.

    This is my one big dislike to construct. Gamemaker would allow me to get a big chunk of code in place without worrying about art. Construct won't let you do anything without it. You learn to get used to this though.

    not sure I understand what you mean by this? Do you mean because you apply behaviors to sprite objects? but temp or placeholder art is usually a necessity in every game engine.

  • TonyW yup that was the easiest way to do it.. thanks..

    just like you said I made the full beam like a slight trapezoid and adjusted the height and width without preserving aspect ratio in code as the beam was 'growing' or 'shrinking'.

    thanks!

  • thanks R0J0hound ... wow, this is great. I will try this out!

    TonyW that's not a bad idea, so just stretch and maybe add some scale as well..

    thanks guys! I will post when I figure out what I'll do...

  • hi,

    I'm making a "tractor beam" for a space game. As the beam grows (I increase the width) I want it to flare out.

    My tractor beam is a long wide rectangle: 100x10

    I want one end to become taller i.e. one side to be 100x10 while the other end is say 100x50..

    and this whole thing needs to stretched to variable length.. I was looking into a WebGL effect but I couldn't find any I could control like that..

    any suggestions?

  • this is very cool ramones I'm looking into this now... thank you!

  • yeah I think somehow I'd feel better if in the debugger I could see a GarbageCollection percentage.. and if it spiked rhythmically then I'd know.. "oh somehow I am doing something to cause more GC...let me try to rework some things".. I mean of course I am already doing that, but I'm in the dark.. I'd like to know for sure it was GC..

    so there's no way to tell?

  • hey Sushin, I played your game.. it's great! really fun! seems like it just needs a few little tweaks and it's good to go! Really great job!