C-7's Recent Forum Activity

  • Man, I love your visual style and concept! It's great seeing another different kind of adventure! Great concept and it looks like it's built wonderfully. I'll share it around as much as I can, I hope you're successful!

  • Here's an updated look at the characters in the game! You can play as either a male or female mail carrier, of course.

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  • I wouldn't get too excited.

    It seems that Microsoft wants apps, not games. Game development will still be restricted to certain devs.

    http://arstechnica.com/gaming/2016/03/u ... not-games/

    I don't see how that's a problem. Didn't we know all along you'd have to go through IDflr@XBOX? The point of this is that your game is deployable to the console. The red tape is still the same as it has always been, though.

  • On your UI layout, click on the UI layer and go to the properties section and set it to Global - Yes

    Now, on your level layout, add a layer called UI and do nothing with it. The original global layer will overwrite it.

  • I tried doing just 4 ala Link to the Past for a while. That was the number one complaint previews of my game received until I took the time to do the rest of the animations.

  • I have a new video development feature out! This time around, I'm showing how some of the systems in the game work and how they're implemented. This includes side-by-side views of code and gameplay, so check it out!

  • See some of the inner workings for Courier!

  • This time around, I'm showing some of the systems in Courier and how I implemented them! This includes collectables, quests, icons, visuals, and more. This one should be helpful to some people!

  • No, it's simple. When you call the Play event, give it a tag ("bgmusic" or something).

    On Start of Layout

    Tag "bgmusic" is not playing ----------> Play with tag "bgmusic"

    This way, it will only start if it is not already playing.

  • I just lower or raise volumes over time based on tags, but Rex actually has a plugin called Audio Helper that does just this!

  • > but right before you fade a track in, sync it to what is currently playing. Then it will fade in correctly and you have no reason that de-syncing would even be audible.

    >

    >

    this gets tricky if you use "stems" though.. I think you mentioned you were using full mixes. I'm talking about making 1 piece of music 2 minutes long and I break it out into 4 tracks that need to be played simultaneously. So "virtual remixing" basically.. Once you have more than 1 track playing you can't re-seek those without causing audio junk that you will hear.

    I just assumed this was beyond the scope of what C2 can handle. It would be tricky enough to code it without these sync issues.. with sync issues it's not really worth the effort unless your game is dependent on the music.

    I just always assumed timing would be an issue from the start because of cpu variance, so I opted from the beginning to just have multiple versions of loopable tracks instead of relying on mixing in-engine. It isn't an issue for adaptive pieces that procedurally choose the next measure to play, but for crossfades I opted to not even worry about syncing issues and instead just mix the versions I wanted ahead of time.

  • > It looks like the new update makes this all even better!

    >

    yeah but Chrome and Firefox still won't sync tracks without manually aligning them... and when you manually align them after each loop it creates artifacts.. so still no seamless transitions with multitracks...

    like in my example from 2 years ago... (you have to let it loop 5-6 times then you hear it go way out)

    That was a quick and dirty example, but the trick would be to align the track while it's silent just before you fade it in. If you're only trying to have one or two tracks actually fully audible at a time, this should be no problem. The problem would come from trying to continuously line up a whole bunch of tracks simultaneously while they're playing. I didn't put in the check in the screenshot I posted above, but right before you fade a track in, sync it to what is currently playing. Then it will fade in correctly and you have no reason that de-syncing would even be audible.

    Your idea of a silent 'guide' track is actually a really good idea and a great way to make this all work perfectly.

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C-7

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