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  • It would be easier to figure out what your problem is if you posted a capx with the problem. We don't know how your events for dropping blocks are laid up.

  • The pic isn't showing and your explanation of your problem is vague.

    Since you're following a tutorial, try PM'ing the author directly.

  • Is there a limit to how big the sprite can be?

    I wanted to try out the perspective function and have been trying to change a 1024x1024 sprite, but it won't change at all. I checked the example capx and that works. I resized the thing to 1024x300 (so 1024x512 in vram usage) but no dice.

    The idea I had was to use the perspective function to make a floor that would change perspective as you moved. But even if it did indeed work it wouldn't be feasible since the change is far too slow even in the example to even consider doing it realtime, every tick.

  • 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?

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  • 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 '&'.

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