C-7's Recent Forum Activity

  • I made some progress with using webgl in plugins today. For instance here is a progressive blur.

    >Image<

    https://dl.dropboxusercontent.com/u/5426011/export/blur/index.html

    It's a start but it's not usable yet.

    That's some sexy stuff! Stays between 55-60fps for me.

  • An update on the next content update: it's coming along very well and I'm hoping to show a little more soon, but for now, more details.

    -I have tablet/touch controls working for the game and they work quite well. I'm also working on having a good number of performance enhancements (graphical downgrades, really) for on mobile to make things run better. My goal is to have it at least playable decently so on an iPad 2, so it should run pretty well on webgl chrome on Android tablets.

    -I'll be including the first premium NPC in the new update. Someone took me up on my offer to make an in-game NPC (royalty in this case) after their likeness and naming in the game. You can get a number of neat personal benefits for you on the couriergame.com website.

    -Be sure to retweet the tweet on couriergame.com at the top! I'll be giving away $25 on PayPal to two people pretty soon, so be sure to be included! Just follow and retweet.

    I hope to show you more soon!

  • First, you didn't post a capx, but a caproj file.

    Second, I just have a variable (or array value or whatever) for each one. You could even tie them to private variables on your character. But have it work as a cooldown more or less.

    If attackhold = 0, on keyboard key pressed --> Do action, set attackhold to 1, wait 2.0 seconds, set attackhold to 0.

    That way, the conditions won't be true again until the cooldown is over. You could also get fancy and use either else or a separate event for when the attackhold variable is set to 1 for the game to do something else. You could even have a visual cue come up on screen as long as attackhold = 1. So pretty neat stuff.

  • <font face="Arial, Helvetica, sans-serif"><font size="6">Try it out!

    Adaptive Music in Construct 2</font>

    <font size="4">Sample CAPX</font>

    Here's an example for how to implement adaptive/interactive music in C2. I use the word adaptive instead of interactive, because I tend to think of interactive music to be something more generated on-the-fly. Adaptive music is what is more commonly done to seamlessly transition between multiple versions of a sound piece.

    I have 3 themes in this demo (A, B, and C) and moving the ball to each of them will trigger a different version of the track that is currently playing. There is also a "Bigger" button that switches each of those out for a more intense version of each. You could even go one step further and incorporate C2's audio effects into the mix for some really neat results.

    As-is, it works the same on every platform that I've tested it on (Chrome, Firefox, and IPad 2 Safari), and should do the same elsewhere. There is a workaround in place for the looping since looping audio isn't identical in each browser. Even with looping on, I sometimes get a gap even in Chrome (but not every playthrough). The method I've used isn't perfect time-wise, but works everywhere. You could also write your music pieces so the end of the audio hangs over/bleeds over into the start of the next iteration (I do it in Courier), but I wanted things to be clear and concise for this demo.

    I also admit to throwing the actual music together pretty quickly just to have it working. <img src="smileys/smiley17.gif" border="0" align="middle">

    The controls are simply Touch, Mouse, WASD, or Arrow Keys. Let me know what you think!

    <font size="6">Try it out!</font>

    </font>

  • > I'm talking about a finished audio product. The technical aspects, sound quality, and samples or live instrument recordings are very often degraded when the composer is making no income from their work. Compositional ability is only (a large) part of the puzzle. If you want great, atmospheric orchestral music, but your composer can't give you a finished product that sounds even somewhat convincing, then it is irrelevant how intricate his/her scoring is. Tons of composers write primarily by hand on paper and create some fantastic pieces. But that is useless for a game unless someone shells out for a nice recording or uses sample libraries to produce the results. And of course there are exceptions, but good luck trying to get someone to make 20 minutes of music for your game for free with no per-minute dollar amount or revenue split options and still have them give the project the attention it needs. Mods can get away with it--they are largely for portfolio building, but if you intend to make any income from your game, but you want someone to custom-build your resources for free for you, then I would question that person's integrity as well.I see what you mean (and did so before, as you can read from my first answer), but I still don't agree.

    If someone is looking for an orchestral score, he has to search for someone being able to produce it. If that person does it for free or charges is not a factor then - it is the result from the search.

    Also, you're not going to Hyundai if you want a Ferrari.

    Not paying for the game's audio when making income from it surely is some mean behavior, shows bad moral and character of the game's creators. But it doesn't qualify the audio product.

    There are so many talented composers who just start. Of course they offer a lot for free, since they have to establish their reputation.

    And on the indie market additionally there's a weird sick group of people, called idealists.

    Finally, do you realize that you just depreciated all the great musicians from the past of computer gaming? Their music was never produced but instead played 'live' by the computer/console while the game ran.

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    What makes their music (done for and used in games) of any lesser quality?

    I keep the point that money doesn't make good music.

    They all created a finished, usable product. Whether it is MIDI or not is irrelevant. The current standard is often either finished audio or highly customized MIDI renditions. I simply stated that a composer who can't give you a finished usable product is probably not the composer you want for your game.

    And maybe I misjudged the OP's intentions, but it sounds like he wants audio files to place in and use in his game. He also seemed to be asking for custom music. The technical aspects of the music would be crucial at that point, then. I would hope any composer someone got on board would be at least competent at writing, but many (and many free acts, especially) don't have both sides of the production cycle down.

    I never said money makes good music, but it sure as heck helps.

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  • You could use lerp for movement--it's what I use for my menus. If variable menuout=1, and if menu.x is less than 300, set menu.x to lerp(menu.x, 300, 2*dt) or something similar.

  •    

    > ...there is often a degradation of quality involved when things drop down to free.I strongly disagree! The quality of music doesn't measure in $$

    Unless you don't really mean the music but the technical aspects like mastering in a cost intensive studio or producing the music with live orchestras, live choirs, etc.

    But, as I said, that has nothing to do with the quality of music. (Btw., I've heard a lot of demos from composers charging, that are of bad technical quality as well)

    I don't see why a composition of a talented guy who can't afford the next $2000 orchestra library for his sampler should be of any lesser quality than a composition from a talented guy who can afford it.

    I'm talking about a finished audio product. The technical aspects, sound quality, and samples or live instrument recordings are very often degraded when the composer is making no income from their work. Compositional ability is only (a large) part of the puzzle. If you want great, atmospheric orchestral music, but your composer can't give you a finished product that sounds even somewhat convincing, then it is irrelevant how intricate his/her scoring is. Tons of composers write primarily by hand on paper and create some fantastic pieces. But that is useless for a game unless someone shells out for a nice recording or uses sample libraries to produce the results. And of course there are exceptions, but good luck trying to get someone to make 20 minutes of music for your game for free with no per-minute dollar amount or revenue split options and still have them give the project the attention it needs. Mods can get away with it--they are largely for portfolio building, but if you intend to make any income from your game, but you want someone to custom-build your resources for free for you, then I would question that person's integrity as well.

  • In most cases, people are going to charge you money to make it for you from scratch. It is typically a price per minute of produced music. Some may be willing to do it for free, but, and no offence to anyone who does, there is often a degradation of quality involved when things drop down to free.

    If you're offering contract work for music, though, check out my most recent demo reel in my signature to see if there's any style in there that fits your needs!

  • > If you want a pattern, your best bet will be to load the file names into an array .

    ahh nice idea using arrays... so if I were to make it a Function I could pass the array bounds.

    say I had a 7 pattern of: 1 1 2 1 2 1 2

    CallFunction("PlaySoundPattern",PlayerShoot_arrraysounds, 7, PlayerShootCounter)

    CallFunction("PlaySoundPatter",BadGuy_arraysounds,3, BadyGuyShootCounter)

    although should probably make array bounds a constant so you can change it easy.

    C7, you must do this for footsteps on different materials..grass, woodfloor, cement floor etc...?

    Right. I have a different set of footstep sounds for different things like grass, sand, cement, dirt, wood, etc.

  • It happens all the time, though more often on a tablet for me. It is a constant frustration.

  • If you want a pattern, your best best will be to load the file names into an array (at the start of the layout or game, for instance) lie 0,1 = gun1, 0,2 = gun1, 0,3 = gun2 and so on. Then just play file at each of those locations, but add 1 to the y index each time. Then, if the y index surpasses your highest file name, set it back down to your lowest. It's actually how I do footsteps on my game, though I randomize baed on array values. Then I can change the file names out in the array depending on what surface you are walking on, but the command to play the footsteps keeps on going.

  • I can't say I know what's going on without seeing your capx, but make sure the text box size isn't changing or, if you're creating it at start of layout, be sure to set the text box to the right size. If the text box is too small, it won't show anything.

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C-7

Member since 9 Oct, 2010

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