CrudeMik's Recent Forum Activity

  • Hi,

    I am currently developing 2 titles with a programmer, we both actively work in the games industry and have a few years of experience behind us.

    Two of the titles are design complete with prototype art - one is Construct 2 based, the other is in Unity (iOS).

    I'm looking for someone who can produce 3D assets with textures and animation for the Unity project and I am also looking for a 2D artist for the Construct project, if you are interested in this please get in contact with me at m.manning117gpe@gmail.com

    I can share with you design documents / prototypes and current builds of the games to validate the position.

    We can't pay upfront but we might be able to cover expenses / software costs related to the job. Any money made on the games after release will be shared between all participants of that project. I'm trying to keep the dev team small.

    Cheers,

    Mik

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  • I'm a sound designer and work currently at a studio developing a browser based MMO. I've been using Construct for a few years now and love it but I am eager to think about the future of C2's audio support. Currently this is the only thing holding me back from developing full projects using C2 and not just prototypes.

    It's really impressive what Googles Web Audio API can achieve, the effects you can apply to sounds really opens up aesthetic and gameplay opportunities for designers. Check out these powerful in-browser Chrome examples:

    Reverb Effects

    Positioning, pitch and filtering

    Doppler

    Box2D - Sounds are effected by position and force of impacts

    Audio reactive visuals

    Granular effects

    I'm aware web audio API availability is limited, even more so that WebGL. However, with the upcoming .exe desktop export, I don't think this should hold either us as a community or Scirra back from creating audio effect behaviors. If I had the skill I'd be right on it. :)

    If interested, I can make myself fully available as a sound designer to aid / feedback in the design of these behaviors so that their usage is intuitive to how audio is best integrated into the editor.

  • I am!

  • I have updated the game and I even made a trailer.

  • That's what I was thinking, but I think I took it too far - I'm in the process of doing a bugfix now which includes precise steering and adds high Elasticity.

    I'll post up when I do the fix - oh I'm also adding powerups!

  • Ah shiiiiiiiiit yeah of course!

    Amazing

  • Yeah I understand that - Pure Data is like MaxMSP though where you can generate and manipulate audio from it - you could even build your own music sequencer in it if you wanted, my friend used it in a game engine he made, he used it to create real-time mixing of sounds / groups / effects and synthesis manipulation.

    All we need in C2 for the basics is:

    Stereo positional sound / ability to assign a sound listener object.

    Mixing

    Perfect looping

    More advanced features like DSP can wait

  • Yeah I understand you guys have a busy schedule! I'm in no rush :) I'm not focused on mobile games but I find that full-screen feels more immersive than a window.

  • I've a physics object that uses torque to rotate. I've put all dampening up to 1 (maximum) but the object still spins too freely. I would have thought maximum dampening would stop an object spinning instantly.

    If I decrease the force the object rotates too slowly. I've been tweaking this for ages now but I can't get it right. Is it just a matter of more tweaking or is there a way to further increase drag?

    Thanks

  • Most the games I make are 1280 x 720 because I like that window size and I don't think it's too unreasonable to assume people can view at that window size.

    But I can't upload my games to the arcade because of the 800px width limit and, well the games are made now in 1280, can't really change them.

  • gaaaaaahhh! There must be a solution out there. Googles web audio API looks cool, but I don't really know how to access it even though I think it's already integrated into C2.

  • We can all agree that audio is lacking in Construct 2 and I know this is mostly because of cross-browser compatibility. But audio is an area that can't be overlooked and I've found something that could possibly help with this.

    http://createdigitalmusic.com/2010/10/libpd-put-pure-data-in-your-app-on-an-iphone-or-android-and-everywhere-free/

    http://mccormick.cx/projects/WebPd/

    What this is, is a version of libdeb which works online - without plugins! This would mean that it could be integrated with Constrcut 2, and which would mean that we could build our own channel control, sound grouping, positional audio, reverb zone, dsp effects and occlusion for use directly within Construct 2 and the best part is that it would work on all browsers because PD would be controlling the audio output.

    If Construct 2 can give developers control of the features I just mentioned, it would make it an outstandingly attractive development environment for sound designers and game developers with an interest in sound.

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CrudeMik

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