DatapawWolf's Recent Forum Activity

  • ryackov not many? Both Byet and 000Webhost offer PHP in addition to that large bandwidth, even x10 offers PHP with their free package.

    I mean, granted, using Dropbox hosting is a great idea, but I'll still stick to my opinion that 5GB bandwidth is nothin'. I'd rather signup under one of these if I had the choice and simply not have to worry. :p

  • johnrazor sounds good for the most part. Just for the tags part, I would like to not rely on them. I think you can technically tag other audio files (even WAV, OGG, FLAC, & etc.), but I would rather leave the analysis up to the server/game, and preferably just the game, if possible, since I'd rather not force my users to require an internet connection to play.

    So at best, I'm hoping for a solution that allows a C2 game client to do all analysis and rely completely on said analysis rather than an external server or any sort of audio tags, so users can use any and all kind of audio that their system supports.

  • Have you considered switching to Sprite Fonts? (https://www.scirra.com/manual/166/sprite-font) They are built primarily with the task in mind of eliminating the need for the target system to have the required font (at least from what I understand).

  • Beaverlicious Patreon is a place to pledge monthly/per content item support; not for one specific product, but for whatever the developer pledges to spend their time doing. Could be creating funny videos, making games, drawing comics, & etc.

    I'll sum up the basic principles of each in some random example that comes into my head:

    Kickstarter "Ninja Comic Vol. 1" - Pledge A is $10 in return for the printed collection when it is completed

    Patreon "Ninja Comic" - Pledge A is $1 per comic strip completed in return for some special pledger-only preview perks

    Edit: there's a bit more to the system, of course, but I think you get the picture. Each has its own perks. One is like supporting the creator, and one is like supporting the product.

  • ryackov 5gb? Wow. That's pretty awful. No offense. :/ Not with competitors like 000Webhost (http://www.000webhost.com/). Used them a couple years. The only reason they took my site down was because I had botting tools for some old game up there. <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink"> Otherwise they had served me well as an excellent free host, and you can't beat 100GB per month bandwidth.

    If you're looking for a paid host, I've never used a better service than Byethost (who I buy through their reseller https://ifastnet.com/). They provide amazing tech support, consistent up-time, and plenty for your $$$, when I went on a hosting comparison spree. They also have a free hosting plan, and helped me downgrade from VPS to just regular ol' hosting a little while back.

    And last I heard they still haven't been bought out by the hellish EIG (http://en.wikipedia.org/wiki/Endurance_ ... onal_Group) who are renown for buying out hosts and turning them into money farms to support their investors rather than customers. I'm not putting that any lighter.

  • Interesting. The game design class (first one, and primarily 2D course) I took here at Elmhurst College went more like this:

    2 class days to learn about one game type

    1 class day to work on it in class

    1/2 class day to learn the more advanced version of it

    1/2 same class day to work in class

    As we learned about more detailed games types/mechanics, we'd be given more days to work in class and learn about the next step.

    No groups, and the majority of the work we did was on our own. Deadlines were pretty tight, but we had instructions on how to complete the tasks. We were also told to add variations to the games in our own style, and given guidelines as to what to add. Eventually we were on our own to find graphics and audio that worked with whatever we were developing, and we dropped the drag-and-drop functions to learn how to use the scripting language.

    We'd completed, I believe, 7 different types of games, and 2 extremely simple 3D games using Game Maker 8.1. I was told the second class, a 3D one, uses Unity 3D.

    All in all I really enjoyed my time spent since we learned about so many different game types, and created so many different types of games.

  • johnrazor that could be done, but what about playing the file? And what exactly do you mean by "metadata"?

  • [quote:1gcusn1u]1. User launches application, which has no audio imported.

    2. Audio is pulled down from a server somewhere, and is not static (names and attributes of audio could be different every time)

    3. Audio is played back when triggered by user.

    es. As far as I know, there is no good way (or maybe even any way) to create a program that can load audio externally, whether it be from an online server, a local hard drive disk, or whathaveyou.

    For instance, I asked this a while ago, and got nothin':

    And this, too:

    Not one reply, even after hopefully bumping them.

    What I would like to do is create a game that can load external audio like Audiosurf can (using a plugin like the File Chooser), pre-analyse said audio before playing it and not during, and then create the game level/layout/etc.

    It seems that the current state of Construct 2 does not offer these features like, say, Unity and Unreal can. I should probably be switching to either of those engines, and not use C2, but I really do enjoy working in this engine, and hence I'd like to actually develop with it.

    /end wall of text

  • Valerien good to know, thanks.

    johnrazor Well, have you taken a look at the analyzer built in to C2 already? You may be able to build off of that.

  • johnrazor I have often heard FMOD mentioned when I was researching Audiosurf/Beat Hazard type games. Could one use FMOD for these? If so, I would be extremely interested. The only other step would be getting a C2 plugin that finally allows us to create games that can import music at runtine.

  • Good question, but I guess that depends on the reason. If you need, for example, players to test your game, why not create a forum thread here:

    If you just want people to play your game, get a developer account over at Google for the Play store, since expecting people to download, install, and play APK files from some random arcade page is a shady practice.

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  • damjancd I have found Audacity to be extremely useful in situations where it is difficult for C2 to convert audio files: http://audacity.sourceforge.net/

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