TwinBlazar's Recent Forum Activity

  • Dear all those who have experience and skills in audio department,

    The thing is this, I am looking around on some sort of information or tutorial regarding audio generation/design. I've came across website such as bfxr.net and superflashbros.net/as3sfxr which allow you to create retro style sound with lots of buttons. A lot of experiment is possible. Sure, these days, while we have higher quality sound which can replicate whatever sound almost exactly, I prefer to try around with the websites aforementioned first. My reason is that, I want to be able to manipulate/create sound in digital format, rather than recording sound from elsewhere. And I want to keep things simple first, so let's go with retro style sound like 8-bit and 16-bit days. I am NOT looking for realistic sound generation here.

    But right now, I feel I am not doing this quite right. While keeping on setting things here and there could give me some random sound, there are many times that I have certain sounds in my head, yet I do not know how to manipulate all those slider GUI to generate such sound - in fact, I do not even know whether a sound is possible or not with the given tool, but if I have heard such sounds in games from NES or SNES era before, it should be possible, no?

    So here I am, asking for advice. If I am to be able to understand the sound manipulation and if I am to be able to generate sound this way, where must I look? What tutorial must I refer to? How did those sound engineers do this?

    If anyone knows the details behind this, please share your knowledge...

  • You are not alone. Ace Attorney is a huge feat in Japan. In Sega Amusement Park, Joypolis, at Odaiba, Tokyo, you have this attraction, for Ace Attorney. Basically, you have a special exclusive short chapter for Ace Attorney, played around the park, but I think you played as Miles Edgeworth. The way you play this attraction is similar to how you play the game on your devices/platforms, but with more "twist" in term of experience. More info here: tokyo-joypolis.com/attraction/3rd/kenji.html (Japanese only) See the the 4th small image next to the bigger image? Those are the "arcade" machines for this attraction, deployed around the park.

    We also got a 1:1 scale Miles Edgeworth figure at that amusement park and he also got his little office for show for his attraction too. Unfortunately, for foreigners, this is Japanese only.

  • I was considering putting some retro style 8-bit text into the game, you see. Fortunately, there is a font called "Press Start 2P" at google.com/fonts/, but the thing is I also require some Japanese text in retro style as well. Foreign language, you see.

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  • I see...

    On the other hand, what about Node-Webkit for desktop app? If I request the user to install the font first, then everything should be ok, no?

    And still, I see that I can also do: scirra.com/tutorials/237/how-to-use-your-own-web-fonts but will this be applicable for Node-Webkit?

  • Making a big game with C2? May I ask, if anybody has tried having hundred of layouts and hundreds of object types? Does C2 start to hiccup in some ways or no?

  • Right now, i'm trying out different fonts. Some work. Some don't. Those that don't invoke C2 to yell out that it is not supported. So I looked around and saw that C2 uses an external library for font management.

    So the thing is this. If I am to create my own font, What kind of format, type, attributes, etc. are required in order to allow C2 to render the font correctly?

    Sure, the user will not have my font, so that has to be supplied somehow.

  • Seconded

  • All right. Keep up the good work. :)

  • In the past, I used to create a simple replay system in a framerate dependent game. Basically, from the start of the stage, I logged which keys do the player pressed and released at which frames. It works just fine with simple game loop (I don't even have frameskipping at that time)

    Now in C2, since we got ourselves independent framerate here and the ways things go around are different. If I am to record all the keys that the player pressed and released, I will need some ways for this. The same program running twice may result in very tiny bit timetick and this might not work.

    So anyone got an idea?

    I prefer to log just the keys pressed and released and the random seed values to make the original run and the replay run identical. But sure, there are more matters at hand. Still, we have such replay feature in Team Fortress 2, so it should be possible. Furthermore, Blizzard's Heart of the Swarm kicks this up a notch by allowing the player to "drop in" and continue from any part of the replay.

    While recording software allows us to store everything we see on the screen into a video file, the problem is the file could be big, especially on longer replay.

  • You managed to fix it? How? What did you do? And could you be more specific on "it got corrupted"?

    Also, next time, use dropbox, etc. for your backup for possible rollback.

  • One possibility is You could simply have 2 versions of the objects and make both objects fall under the same family. You want more specific details?

  • Hi, RexRainbow

    I got a question. I put "assign nickname something to some sprite" (got about 30-40 of these) on the "start of layout" on an event sheet and this event sheet is used on all layouts.

    Now, is this addon global by default or what? If I kept "assign nickname something to some sprite", (the name will always be the same), will I get memory leak or something? Does this mean, I should have an event sheet that run this only once for the whole game?

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TwinBlazar

Member since 14 Apr, 2013

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