jobel's Recent Forum Activity

  • wow.. great fighting mechanic.. looks like this could be really interesting.. how do you block?

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  • yes I would like to know this as well.. just listened to my loops and there's a GIANT pause between the loop point

  • Ashley at least 3-4 times this has totally burned me where I was actively making many changes then loaded a sound file that hangs and I lose 1+ hours of work.

    why not let the user decide it has 'hung' and add a cancel to the import dialogue? maybe this is more of a request/work-around than a bug? but if feels like a bug - not handling an exception (even though the encoder doesn't throw one).

    EDIT: sorry don't mean to harp on this.. not that big of a deal really.. just wondering if a cancel button is an easy solution

  • Closing as won't fix: the problem is with the AAC encoder we use (which doesn't report an error, it just hangs), which is the one built in to Windows, so really it's a Windows bug. We can't easily change the encoder because AAC is a patent-encumbered format. The workaround is to use your own AAC encoder or extend the audio clip. Sorry, not much else we can do.

    is there anyway you can add a cancel button?

  • the only way for you to use it now is by readjusting it using audio editors like Audacity.

    Here, i tweaked it for you:

    https://1drv.ms/u/s!AjcW2ueud6qp1Q-5JGEJcRHu8Acx

    yeah I'm assuming the problem is because the sound is so short. I can extend it as well. I have a huge sfx library and when I am auditioning sounds, I preview them, then import the ones I want to use. If C2 hangs on those short sounds (that work in preview) then I lose my changes since the last backup or save. Meaning I don't know C2 can't handle the file until it's too late.

    btw, you added silence to the beginning of the sound and cut off the end. I would have added silence to the end of it so the timing doesn't change. technically you are adding a delay. just an fyi.

    thanks

  • okay.. not sure what happened.. I reExported and now I see the media folder... I have both versions though, the first time there is NO media folder! I have no clue why..

    thanks C-7!

  • how is the file the problem? Adjusted how? I know it's very short and small. I may want to use or at least try that file. An open-file action should not hang an application. There should be some sort of error checking so I don't have to End Task on C2 and lose unsaved changes.

  • C-7

    aren't sound files loaded into memory? how do you refresh?

    the only folder I see in the export directory is /images. I know you can make a subfolder under Files/ but you can't select that folder when you Audio.Play()

    EDIT nevermind those first two questions.. duh.. I can have students drop the files in before they run the program. but still, where do they copy them to?

  • is it possible to select audio at runtime?

    I'm teaching a sound design class and I'm making a small little program in C2 but I want students to replace all the sound files with ones they create. Ideally I'd like them to drop them into a folder replacing my placeholder sfx. I'm Exporting to HTML5 but it looks as though the Sound folder is encrypted or encapsulated into a .js?

    any suggestions?

  • Problem Description

    When importing a very small audio file. C2 hangs on the import.

    Attach a Capx

    capx not needed

    https://dl.dropboxusercontent.com/u/36234790/dock.wav

    Description of Capx

    no capx, just the audio file (44.1 16bit mono wav format)

    Steps to Reproduce Bug

    • open empty project
    • right-click Sound folder to import audio file

    Observed Result

    indefinitely stays on the Import progress bar

    Expected Result

    It should give an error if there is a problem with the file.

    Affected Browsers

    • Chrome: (NO)
    • FireFox: (NO)
    • Internet Explorer: (NO)

    Operating System and Service Pack

    Win 8.1

    Construct 2 Version ID

    r239

  • late to the party.. but +1 here as well. I've been designing a game for controller use and would be perfect for xbox (although I assumed I could never roll out there).

  • You need to do some reading up on game design, progression systems and why players play games... the whole point of making a game is usually to give the player something do, something to achieve. Why is your game worth playing? etc etc... Outside the challenge of your gameplay, "achievements" are a direct way to give your player something to strive for. Usually these are goals outside the normal gameplay. Although some achievements are as simple as: "Complete the game" (because maybe you have a particularly long game and want to give incentive to finish it). Other than that you can sometimes get players to replay your game if you give them certain challenges. i.e. "Complete Level 1 with only using 20 bullets" or "Complete ALL other achievements in the game" etc... the possibilities are endless.

    Giving achievements can provide an actual physical dopamine rush for your player... which is sometimes incentive enough for some players. Others it's a point of pride, and others it's a matter of having to finish every nook and cranny of a game. I think most players won't care much at all about achievements (depending on the genre of your game).

    So do they make your game better? I don't know about that... will they make you more revenue? not directly. But if your game is good, achievements could make players play it again, could make them like the game further and talk about it to others (remember those prideful players) which could indirectly turn into word-of-mouth --- giving you more sales.

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jobel

Member since 27 Jul, 2013

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