konjak's Recent Forum Activity

  • Ah, I see... I must've done it wrong somewhere then...

    Thanks a bunch!

  • One more question I seem to have forgotten if I asked: Was it in any way possibly to color segments of a phrase somehow. Like important words? This was possible with Text Blitter in MMF and I loved it greatly!

    Though that plugin had self-contained images, and what I did was offset the source ascii image to an ascii table with differently colored letters. It re-rendered all letters each tick, which I think SpriteFont stopped doing? But then it didn't create "sprites" for each letter.

  • Ah, yes, that issue... I understand.

    Sucks, but there's nothing you can do.

    You're not planning self-contained (and maybe interchangeable) letter graphic sheets, are you?

  • I still haven't installed the latest SpriteFont version, so this might be changed at this point.

    But basically, I wish the SpriteFont's source sprite for letters' current state was always how the letters would turn out. Right now it seems that the letters change according to the state of the source sprite upon layout start initially, and I need a series of For Each Letter events to change it every time I change the text.

    So, basically, I can't set the tint or size of the source sprite, then set the SpriteFont to "show text 'asasd'" and get it to look like the source sprite. I need the For Each Letter afterwards, making all the changes.

    One instance this is extra clear for me is my source sprite changes animation direction, but if I have a Show Text event that repeats (like for instance if I make the progressive text on my own) it will freeze on the first animation angle until the Show Text event stops executing.

    Maybe I'm just using it the wrong way, and I remember Write Text not being very fast.

  • Bah, I had two instances of a global XAudio2, removing one seemed to fix the muffle, but there's still a slighty echoing effect to all tracks. Not the exact same as my example MP3, but playing the files back-to-back you can still hear a slight reverb from Construct.

    EDIT: http://www.konjak.org/echo2.mp3

    The current echo side-effect makes the feel of music change quite a lot, so I hope it's fixable somehow... It's the difference of making a studio recording and making one in a big empty room.

    The music plays on a looping reserved channel which was made reserved at start of layout.

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  • I guess this is the wrong board, sorry.

  • Listen to this:

    http://www.konjak.org/echo.mp3

    The first part of it is the OGG played externally through Winamp, the second part is the same file being played by XAudio2.

    There's a definite "doubling" effect, creating a nasty echo. When I tried earlier it even muffled the track. Is there anything I can do about this?

  • The only way to make them restart is to have actions that reload the files into memory again, it seems. It doesn't hiccup the game as it probably remembers the tracks still (or however it works), but I didn't want to do that because of the chance there ARE hiccups (I'm pretty pedantic about it), and it requires an event for each song that can play in a layout. Not a big sacrifice, but a "workaround" nonetheless!

    And I'd love to have the file, as I've been planning to enter IGF by Nov 1. That would be awesome!

    EDIT: Is it somehow inherent to DirectX to set if a sample loops when you load it, rather than when you play it?

  • There's an additional issue I don't know if I'm doing something wrong or not, but with the way I currently did the fade, it fades fine, and I have an action to "stop" that channel when it's quiet anyway. Problem is, then, when I want to start playing that channel again, it was never stopped (rather paused?). So I thought I'd set the position to 0 then, but that in turn seems to disable looping, and there's no action to initiate a loop (but there is one to stop one!)...

    Help?

  • Really? Isn't that a given?

    Sorry to be jerky, but isn't that sort of necessary? How do I made any music fade, for instance? I guess a variable , but that's sort of backwards...

    I complain a lot.

  • Well, it could be both.

  • The array problem isn't a problem in earlier versions, though. And I was contemplating it when things I did before in SpriteFont, like easily making multiple speech bubbles uisng multiples of the same SpriteFont, stopped working or even started to crash the game...

    I don't have a CAP right now, and I'd have to make a unique one recreating the problems, which usually doesn't happen then, and I don't want to send the whole game I have, really.

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konjak

Member since 15 Mar, 2009

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