DozeMaster's Recent Forum Activity

  • depends on how many buttons is "many" if its a large amount of anything(>500) it can get pretty cpu intensive or hard(RAM/HDD - reading and writting) usage going upper! however it wont make a difference for today's PC's. I cant say about mobile apps, depends what is your target as a device there, but if you plan a universal app for as many mobile platforms as possible... you wold need to keep things S&S and just create the illusion of many buttons! i always use sprites object as buttons, i know needs more download memory and ram ... but once its loaded any device can use it without much effort!

  • if there is another license saying your allowed to use it only once in a production... then its not royalty free! its a category mistake ... i seen this thing on most websites...

    free royalty = you can do whatever you want with it as long you dont sell it! a good example of free royalty is the free bundle from scirra. the rest are not so much free royalty since the license of use overrides the category.

    this is a funny question..... rofl!

  • is there any animation to them?

  • and the cow

  • is for you guys "write a tutorial" working? when i click it just refresh the page of tutorials and thats it... is it closed because of the spam bots?

    or is just chrome?

  • there are a few Highlighted Marks in the store when u are trying to upload the items.. they(the marks) are asking you ... do you own the copyright of the images...assets etc? meaning if one of ur stuff included there is not your's scirra can reject your zip file. you are asked like 3 times before you press the upload button not sure how you didn't seen it !

    and as kyatric said... you should read the seller agreement.... i mean its a business.... you should read the papers...

    (ps. is that the avatar that has a overlaid banned user text? or ur account got banned? im confused...)

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    Everybody says this is not supported because of the 2 file types. That is a no brainier.

    But Since we are compiling 2 versions of code for different platforms we know how to set audio for that which we are working on.

    Now to the question at hand. How to call an audio file from a web server.

    you mean play an audio file? as mp3 etc? ... if so then u can use the video plugin i think its called you can play any file in it.. including mp3s since has the .h264 codec in it... however the file has to be on a public folder where anyone can read it.. outside that its pretty easy was a example in tutorials somewhere called ... playlist mp3 something...

  • try reinstalling i have no issues.... try also running it always as administrator...you can change the settings in properties of the .exe or desktop shortcut to always start with administrator rights.

  • Very cool!

    What are those calls for?

    are a Web Audio API analyser code snippet to get some beat detection but im passed that point now

  • R0J0hound

    yea the formats post i read it and remember the reasons about the mp3 licensing which i agree they are pretty high and i understand the inconvenience ... but a link playing request i guess wold solve it

  • Why not just use the Audio plugin?

    the project im working on(to kill my time and make something cool using C2 and Q3D) requires mp3/ogg/wave audio formats to be played... but users after i finish the project wont sit to convert to .ogg or any other format.. they will want to import a mp3 file directly since its the most common format on internet ...

    i have a combination of filechooser and browser js snippet to play any audio format and read a song pcm data

    which gives me a full preloaded waveform of any audio format...

    but i cant add the audio analyser effect to it since the audio plugin is not playing that song but a new audio object that i made in the browser...

    so now i need to get a js execution and basically reinvent everything to work around the audio plugin inability of playing mp3's and read the full waveform before playing the audio file in this case the music files that users wold choose to import.

    all this wold be avoided if audio plugin could play mp3's alone with the other formats

    the audio plugin works perfect for the rest of the project... but mp3s and pcm data is the main game (ex of gameplay :

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    )

    with the help of R0j0Hound i have the bellow capx...

    which i adapted to work with the Q3d and i have a pretty close simulation as audiosurf... just now im missing the analyser effect which wold give me the beats reading while playing and ability to use those as speed boosting and notes/blocks spawning.

    its a pretty easy project ... but gives me headaches since im a bit more clumsy then normal people with js.

    capx: import any audio format and create a linear waveform - doesn't require custom plugins.

    now since i explained what im doing...

    the main audio js execution i need.. is for me to stop the audio playing... if i import a new song in the above capx .... for that i know i need a tag or name for each audio object i create... or i could destroy the audio object of the previews song and then create a new one when a new file is imported. ... or i can change the source... but for that i need to stop creating a new audio ... and that i have no clue how to do..

    but as i said above... my js skills are similar to a preschool kid assembling puzzles.

    as for the audio analyser its not a problem... i can calculate the length of each waveform line and convert it to a fictional speed when player is in proximity creating the illusion of speed boosting on beat.

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DozeMaster

Member since 30 Jun, 2014

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