thehen's Recent Forum Activity

  • Thanks all!

    I'm happy to say that we're now featured on the games home screen:

    <img src="http://i.imgur.com/i0rbEWB.jpg" border="0" />

    And we're nearly at 150,000 downloads. And we've got a full page spread in an upcoming issue of Develop. Madness.

    Edit-> Oops, not in the UK and US yet, just South America. Looks like our region wasn't updating ;)

  • FrodoBaggins does the example .capx work for you? That quits from the first layout for me.

  • We developed Mortar Melon with a target resolution of 1600x1000. It's a bit less than 1080p but we're using the same resolution on mobile, tablet and desktop devices, with no loss of performance.

  • gonzdevour sounds like one of the steps hasn't been followed correctly. in particular this:

    Overwrite the files MainPage.xaml, MainPage.xaml.cs, Index.html and App.xaml.cs in your export directory with those included in the plugin folder. This will work with the r116 beta but cannot be guaranteed to work in subsequent releases.

  • This is awesome. We're going to GDC so I'll pester them for info and report back.

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  • Hi Tom, we'd be happy to help. I've also had great experiences with The Trailer Farm.

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  • You'll find that you won't be able to play more than one sound at the same time and that the audio will cut out the users own music (which will make you fail cert). Using this plugin avoids that.

    Ads and IAP are planned for the plugin, but low priority and could be a number of weeks.

  • Ah yeah, sorry I meant browser support for the web audio API.

    -Distance(Player.X, Player.Y, Emitter.X, Emitter.Y) / 10

    ^ this code just replace the divide by 10, with divide by an instance variable. The higher the number the further the audible distance.

    Hope that helps.

  • CrudeMik Haha, my hometown is Norwich so not far ;)

    I'm not sure what you mean by adjusting the ranges independently? You can change the pitch with playback rate, but anything more advanced than that is limited by the web audio API I'm afraid.

    Awesome music showreel btw, amazing stuff.

  • CrudeMik I better get that hug!

    So yeah, you're right. Using the same sound multiple times won't work with that method. The best way to approach this is to still have it as the same sound that plays, but to base the volume on the nearest emitter to the player.

    Here's an example: https://www.dropbox.com/s/lqfx4qwifiku39c/audioemitters.capx

    I'm not sure I understand your mixing question though.

  • Right CrudeMik, there's a lot of stuff you're approaching from a wrong angle that will quickly make this project unmaintainable.

    Here's an example .capx that shows one way you could be handling audio:

    dropbox.com/s/lqfx4qwifiku39c/audioemitters.capx

    You may want to add more control over the emitters, such as sharper falloff, greater cut off distance etc. These should always be defined as instance variables! This way you reuse the same code for every emitter.

    You don't need so many footstep sfx either. Look at the 'set playback rate' audio action to add subtle pitch variation using Random().

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thehen

Member since 25 Jul, 2012

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