C-7's Recent Forum Activity

  • jobel Yes, you can reference the playback position. I really like to re-sync tracks when they've got silent/quiet to ensure no one hears a blip and then I just re-sync by a comparison (if one track is greater than 5ms in either way away from the master track, seek to it). You can reference it with Audio.PlaybackTime(Tag)

    So Seek to Audio.PlaybackTime("main")

    PlaybackTime is the current playback time in seconds of a sound with a tag. This starts at 0 and counts up to the duration, except for looping sounds which keep counting up past the duration.

  • It should begin once the game has completed loading the current version automatically in the background. You can check the status of updates using the browser plugin (just set a text box to that value if you want to see it).

  • I group my floor types into families (hard, soft, wood, water, etc) and then simply test if the player is touching an object in one of those families. I then have a subevent in my play walk sound event.

    If animation= "running"

    ------>if player is overlapping "hard", play "hard sounds"

    ------>if player is overlapping "wood" play "wood sounds"

    And so on.

  • hi, I tried something similar and my audio files eventually went out of sync. I tried your capx, but couldn't really tell if you are having that problem. It seems like a limitation in the audio library or a bug, I'm not sure which.

    http://www.scirra.com/forum/audio-syncing-a-limitation-or-bug_t98383

    I think I did it in this demo, but I do it in my later stuff for sure. Whenever a transition starts, I manually re-sync the audio just in case. Most audio engines would have a similar problem, so I just accounted for it from the start. So just occasionally set the playback position of the other tracks to whichever one you consider to be the 'master' version.

  • I've made a few hundred dollars with C2 stuff I've done. Nothing huge, but a little. It's definitely paid for itself at least

  • I'm doing a combination of segmented music and crossfades for Courier's soundtrack. It makes a huge difference in immersion and what can be accomplished. The biggest difference is it helps the world feel more alive. I made a few demos of it in C2 to show it's perfectly doable and works nicely. Two are remixes (re-arranged then made them interactive) and one is a test track of my own.

    Donkey Kong Country Minecart

    Tracks can move anywhere at any time (some transition at the measure break, some instantly) as well as context-sensitive hits that can happen immediately.

    Zelda Midna's Desperate Hour

    The track smoothly transitions to different sections of the music based on your input. Can also dynamically add/remove the melody.

    Original test track

    Switching between different phases with transitions. Some concurrent hits, too.

    It's neat stuff and a nice way to make a big difference in the production values for your game, though it does take some more work.

  • Right. He's trying to point out you can right-click on a second copy of your "if object is on-screen" event and hit 'invert.' This will be the equivalent to "if object is NOT on-screen" so you could use one event every second or so to enable the stuff on screen and one event to disable what is not on screen.

  • Here are two more shots in the overworld area of the game. The first is showing part of a new batch of NPCs that are in the beach area. The other is just a neat location with a cave entrance. Enjoy!

  • I'm sure there are certain users who've moved on, but I think a number of factors contribute. For starters, many of us who've helped a lot in the past end up answering the same questions repeatedly when they're answers marked clearly in the manual. There's also the phenomenon of people somehow feeling entitled and pushy about asking for help. "Make it for me" and "you're not doing it for me fast enough" are attitudes that have turned me off from checking the how do I threads quite so often.

    I, personally, don't respond to as much stuff because of the ever-present flood of mobile-focused developers. I don't care about mobile development, mobile ad networks, or really anything about it, so that things out a percentage of threads I'll bother reading. I'm sure some others feel the same way.

    And, really, any time spent checking forums is time not spent working on my game. Those times and moments are useful and, often, required (you HAVE to take breaks!). But I'm trying to reach certain development milestones for myself and the only way any of the 'bigger' C2 games look and play so nice is the hard work put into them.

  • So I was testing water spray effects for water jet/spray things in environments. I was happy with the results and wanted to see what it would look like in-game. So I took the last screenshot I posted and ran the water stuff over top of it. It looked awesome! I've now implemented it in the game and it runs pretty nicely, too! Here's what it looks like (note: there won't be water-spraying lanterns and there won't be a water sprayer in that area of the game):

    It is made with two 32x32 sprites spawned at a location and a bunch of screwing around done to them (essentially a particle emitter, but I wanted more freedom/control) and then the end result is pasted onto a canvas with a single webgl effect. It runs great, even with multiple emitters spraying in different directions and overlapping. Cool stuff!

  • Awesome changes! I assume we need to request a switch, but I'll save that for when things calm down.

    Edit - Wow, Arima's fast!

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  • Haha that's really cool-looking! Your wife is talented!

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C-7

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