tulamide's Forum Posts

  • When requesting the microphone, C2 routes it to the audio object with the tag you give it in the request event. That's at least what should happen according to the manual ;)

  • Well, the microphone is working. Just accessing it with C2 isn't. At least not on my end. Maybe someone was successful requesting the microphone via UserMedia on a newer system (Win 7/8)?

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  • newt I'm sorry, but what template/example are you referring to? I only found a speech recognition demo, which is working, but not what I'm looking for. It is requesting speech recognition, not the microphone.

    No, everything is setup just fine, including Chrome. I don't have any problems accessing the microphone with my various music tools, no problems accessing it via Flash, just with C2 it's not routed. A dead stream.

  • Jase00 Thank you! And you're welcome. It feels good, if people appreciate it <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I create the topic here rather than in "How do I...", because I know how to use it. I therefore want to ask if anybody already was successful using UserMedia to access the microphone in any way?

    I can request the microphone, and on approve the browsers show me that I actually access the microphone. I read somewhere that monitoring the mic doesn't work. So I thought, at least analyzing would work. But peak level is always -inf dB (which means total silence). It seems there is no routing going on from the microphone input to the audio object, which is contrary to what the manual says.

    So, was anyone successful?

  • 100 independent devs x 79 pounds = 7900 pounds *one time*

    100 schools x 159.9 pounds = 15,990 pounds *yearly*I always thought it's a bit unfair to advertise C2 with all those exporting options, when those options totally depend on third party. There's no chance to get help, because all you hear is "Ask Ludei" etc. Creating a game is useless if you can't properly export them (properly = as you intended the game to behave), so such an important option shouldn't lie in the hands of third parties.

    However, the money table from you is unfair, too. Ashley has proven enough over the last years, how much he cares for all customers. Almost no question unanswered, regular updates, considering suggestions, the list goes on. I don't think there's any favour to a certain group of customers.

  • The last day is running! You can still vote until tomorrow evening. It's thrilling. The submissions are close to each other.

  • Minor question: do you take requests?anj@ryackov

    Of course. In fact I already asked for it a few times in the thread.

    This library is intended to be a useful source. If a suggestion isn't beyond my talent or my equipment's possibilities, I'll implement it.

  • Try this example. It's basically the same issue, just adapt it to your needs.

  • Have you heard of layers and their parameters yet? Here's some magic <img src="smileys/smiley4.gif" border="0" align="middle">

  • Something like NodeWebkit.AppFolder isn't a variable, but an expression. Expressions are only available in runtime, not in edittime. Such expression is a bunch of code that executes to return a value.

    What is wrong with

    on start of layout -> set ABC to NodeWebkit.AppFolder

    ?

    You could even place it in an every x seconds event.

  • <img src="https://dl.dropboxusercontent.com/u/11182740/C2/images/fading_color.jpg" border="0" />

    This fades within 5 seconds from grey to color.

    20 * dt subtracts 20 per second and 20 * 5 = 100

  • Rendering a screen sized object per tick will always impact performance, even when the smallest possible source is used. It's the size of the screen that is a factor here. If your game runs at 320x240 full size objects will be rendered faster then at 1920x1080.

    If you experience just some minimal performance impact when previewing, but a drop to half via CocoonJS, chances are that there's some bottleneck in CoccoonJS.

  • There are two ways to do it (or maybe more, but I can only give hints to two):

    1) Use a WebGL effect, like "Grayscale", on the colored image and start to fade the intensity to 0 using a variable and dt

    2) Use two sprites, one having the colored frame, in front of it the one with the grey frame. Apply the fade behavior to the sprite in front, so that its opacity gradually changes to invisible.

  • Please read the manual first. You'll see then, that you are confusing sprite objects, instances and frames.

    You can do whatever you like with each instance of a sprite. The instances share the same frame sources, but the presentation of frames (e.g. their order, how long they are shown, etc.) is totally independant from other instances.