tulamide's Recent Forum Activity

  • LittleStain

    You're right. I really thought you were trying to argue against the use of 'density'. I have to apologize. Also, I totally agree to

    I meant it's only "natural" the shape of an object (the collision-polygon) has an effect on the physics. Both the point of gravity and it's "mass" should be related to it.

  • Changing these settings would take away the point of physics.Nobody's changing these settings.

    But not using the density parameter to adjust your object's weight is exactly the opposite: you're falsifying physics.

    For example, there's a crate filled with iron bars, and a second one right beside it, filled with nothing. They both look the same, but they aren't. Not changing the density will make them behave all the same - which simply is wrong.

    That's what the density parameter is for.

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  • This is a huge problem for me. Is there really no way to turn off this mass=size thing? In real word this may be how things works, but in games it should be all about accurate numbers.I think there is if you don't mind some effort.

    From the manual: "The object mass is calculated as its density multiplied by the area of its collision mask"

    So, in theory you should be able to have it any mass you like. A 32x32 collision mask with a density of 1 will have a lower mass than a 32x32 collision mask with a density of 2.

    You'd only need to have a concept about your object's masses and then accurately calculate them to be able to set the density parameter accordingly.

  • makotto eli0s

    You're welcome! <img src="smileys/smiley1.gif" border="0" align="middle" />

  • My suggestions would be quite easy to implement, as the web audio api already offers all of it:

    1) The ability to mix/submix.

    With web audio one can do amazing things using effects and filters. But, when you have a set of sounds that should act in a context, it is very painful to edit every single sound. Imagine the steps of a player, the 'swish' sound when he swings his sword and the shot sound from his second weapon, a crossbow. All of them should sound within a cetain context, for example a cave he's exploring, or a forest, where he gets ambushed.

    Currently we would need to create the very same effects for all of the sounds and change all of them seperately depending on the player's location. But with a submix, I could create a new audio tag (e.g. "player sounds") and route all of the player's sounds to there, while only needing to change the effects applied to "player sounds". This gets even more intersting when taking into account the enemies and their sounds. A submix "enemy sounds" could be created and a "ambience" mix, where both "enemy sounds" and "player sounds" are routed to. Now I'd only need to apply/change effects of "ambience", instead of hundreds of single audio tags (which also reduces CPU load).

    Web audio already supports this. Every audio node accepts input from multiple outputs. There is also javascript example code in the api's documentation.

    2) Splitting/merging channels

    Currently an audio file is treated as a whole. With the analyser node we can access peak and rms information, but only as a sum of all channels. It would help much if individual channels could be accessed, for example to distinguish the peaks from the left and the right channel of a stereo file. After the analysing they would be merged back into one audio stream.

    Web audio already offers this. It's the channel splitter node and the channel merger node.

    3) Extending the looping feature

    By adding loop start and end we could have some very nice additions to the current implementation. For example a file with a nice intro before the main theme. Loop start would then be set to right after the intro, resulting in playing an intro followed by an indefinitely looping main theme.

    Web audio already offers this as attributes (loopStart, loopEnd) of the AudioBufferSourceNode. This should only be offered for sounds of course, as only those are buffered in memory, while music is streaming.

    4) Recording feature

    I may be the only one wishing this, but I add it to this wish list nevertheless. An option to record the final output to disk. This could be realized with the ScriptProcessorNode and its AudioProcessingEvent.

    Ashley

    Let me again point out that all the features are already there. They would "only" needed to be made accessible in C2. So the workload would be quite low compared to features that would have to be programmed first.

  • Sure, a capx is no problem. I just wanted to avoid sharing unwanted solutions.

    It's pretty simple, btw. The whole demo is just 8 events. EQ is just a form of filtering, but instead of the standard filters like low pass, high pass or band pass, you need a filter that focuses on a smaller range of frequencies. Web audio offers a filter node which you can apply to the audio stream as often as you like.

    Within the filter type list you'll find a peaking filter, boosting or attenuating certain frequencies - exactly what is needed for eq'ing.

    You set the peaking filter to a center frequency and a width. If you add this filter a couple of times you effectively build an EQ.

    With "set effect parameter" you can change any value like frequency, bandwidth (the "q"-parameter) and gain during runtime.

    And that's all^^

    Dropbox link: audio.capx

  • Check the properties of the process in the task manager and look for it's location. The task manager in XP is pretty poor I think - I used to use Process Explorer. It should give you more info.Good idea. My AV has a pretty good process manager. Will see what it tells me.

    I apologize for posting here as if related to C2, should it turn out that it's just a matter of some malware.

    For example, I never heard of Punto switcher, nor did I ever install it. The abbreviation TLH has a connection to Microsoft. It stands for "Top-Level Hierarchy" and is used in Exchange Server. But I also never had anything to do with exchange.

    Well, the search continues...

  • <font color=blue>Hi everybody,

    I would like to introduce myself. My name is Blossom and I'm a song. Nothing special, just a simple song. But I can't help being different to a point where I seek more than I found yet.

    It's not tulamide's fault. He's nice and caring. But he can't fulfill my dream. I'm sad at times. There's this yearning, a little voice that tells me to explore the world.

    How I would love to accompany an adventurer on his quest! How I would love to see the world through the eyes of an artist!

    I know this is asked so much, but would you be willing to help me? Tulamide told me that some of you create amazing prototypes, while others take part in competitions, where they create complete games in just a few days! He also showed me the beautiful artwork that so many post here. Also there are talented authors of awesome stories - although they tend to keep in the background. There talent can be seen in games, for example on the arcade. And all of you share one thing in common - the ability to create worlds. And that's my wish. Take me with you on the journey!

    In exactly one week from now I will show up here. Hear me, feel me, let me inspire you. And let me be part of your creation.

    </font>

  • In Wirklichkeit erkennen wir nichts; denn die Wahrheit liegt in der Tiefe.

    It's a bit over my head. Are there different methods? Might sound like a noob now, but this is what I've done:

    Created the project. In the project's settings I chose Chrome for previewing. I hit the preview button to preview. After previewing I closed the tab in Chrome.

    I would never had noticed about these executables, if I didn't wonder about the intense RAM usage (about 1 GB) after a few times previewing. So I opened the task manager. But to make this clear: The RAM issue is not related to TLHBalloonParent (each of them just uses a tiny amount of RAM).

    In one of my tests, the process was as follows:

    Opened the image editor in C2. Everything's fine. Selected a color and drawed a few pixels. Still fine. Previewed in Chrome. Again, all is good. Back to C2, opening the image editor, drawing a few pixel - voil�, TLHBalloonParent.exe shows up.

    But it is not reliable. Sometimes it happens, sometimes not. I don't see what is influencing the appearance of the executables. Also stopping the task doesn't harm any functionality. It's like ghosts. While they might do no harm, they definitely frighten you.

  • I tried to find it. It doesn't exist. At least not as a file. As if they are generated on the fly.

    I can stop the task and it immediatly closes, no other processes are started then. My AV suite doesn't detect anything. It's running all the time, but I also just made a full scan.

    Google translate helped me understand the russian entries. It's about several users having the same problem I have, but unrelated to C2 (though I have no info to what else it is related, maybe Chrome). They also searched and scanned with no result. No file exists. They also have the impression of randomness like I have. Sometimes they show up, sometimes not.

  • I hope this is what you're looking for (or at least close to)?

    live demo

    Some important notes: I can't work with the microphone (a system higher than XP is needed for that), so instead some music is used. I care more for the eq'ing - it uses just one signal tagged "musik", therefor this should work as is for live input as well.

    Hit the play button to start/pause/resume the music. It may take a few seconds before music starts. Then just use the pseudo faders for eq'ing. In this demo it's six bands, but you are not limited on this. You can have as many bands as you like, with whatever frequencies you need.

    To not bloat this to a full app, there are only fixed frequencies and bandwidths. They are from left to right per fader: 100 Hz, 300 Hz, 600 Hz, 1.2 kHz, 2.4 kHz and 4.8 kHz, with a narrow bandwidth each.

    Range of the faders is +20 dB (top) to -20 dB (bottom). I lowered the music volume by 20 db to prevent to much clipping, when all bands are at max.

    IMPORTANT: You need web audio ("advanced audio support") and webGL. I only tested on Chrome with WinXP, and that's working like a charm.

  • Are you sure C2 is the cause?That question is more difficult to answer than it seems. I can say for sure that this executable gets started when using the color picker in the image editor and that all copies of it (sometimes it's 2, sometimes 6, depends on how many times I open the image editor) are automatically closed when C2 closes. So they are related to each other, but that doesn't automatically mean, C2 is the cause :)

    Btw, the executables don't hide, they even show up in the applications tab of the task manager.

    Yep, I did a web search too, and was quite surprised to not find any info (don't understand russian at all). That's why I alerted ASHLEY. He might know the answers or at least can point out, that it has nothing to do with C2 (but why is it then only starting in the context of C2?)

    EDIT: It seems, that Chrome is also involved somehow, because all of the above is more likely to happen, when I at least once invoke a preview via Chrome. It seems to not happen when Firefox is used for previewing. But it's hard to tell because it can take quite some time before it happens.

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tulamide

Member since 11 Sep, 2009

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