Ashley's Forum Posts

  • Hey everyone,

    I got an email from a guy who's in the process of starting up a new freeware game hosting site, called GameJolt. You can host your games there for free and it aims to gain developers some exposure with their games as well.

    Anyone interested or wanna try it out?

  • It's working just fine for me here in 0.98.3. Have you tried updating to 0.98.3?

  • Hehe, not much to do at work these days Davo?

    You should see if you can get Visual Studio installed

  • And perhaps there could be "Common Actions," "Common Exressions," and "Common Conditions" pages?

    Yes, the SDK actually implements a library of common actions, conditions and expressions that any object can use. It makes sense to document these separately. I've modified the article along those lines.

  • You've added 'Walking' as a sub-animation to the 'Standing' animation. You should have it as a separate animation, then it works fine.

    Alternatively, get rid of the animating events and set the 'Standing' tag to 'Stopped', and the 'Walking' tag to 'Walking' (do this in the properties bar when the animation name is selected). Then the grid behavior animates the object for you.

  • What specific actions, conditions and expressions would you have in the camera object/behavior? It sounds like an interesting idea, but I'd need to see a full spec to fully appreciate what it could do.

  • Welcome to the forums!

  • I think you're both getting confused, read the docs on XAudio2 where it's all spelled out.

    You don't need any special codecs to load and play OGG files on a channel, it's built in. (You would need the Windows Media Player codec if you used the 'Play Music' action, because 'Play Music' plays via Windows Media Player). OGG is probably slightly superior in audio quality and compression compared to MP3, but only because MP3 is actually really crap but the whole world insists on keeping on using it.

    xWMA is a special, and rather confusingly named, format for .WAV files. It's based off a stripped down version of the WMA codec. So xWMA and WMA are different things. You don't need a codec to load any of the formats to a channel, xWMA and ADPCM are natively supported by XAudio2. Sadly, I don't know of any popular software which can create xWMA format WAV files.

  • Yeah, for those who didn't notice, we had a brief rollback to Jan 1st (all posts past then disappeared).

    I contacted the host and they were just sorting some things out in regards to a performance query we posted a few days ago. They were moving us back to another database server which meant there was a brief back-in-time glitch. Everything seems to be back to normal and working fine now

  • We had a brief outage in which things were rolled back to Jan 1st, but that has now been corrected.

  • Directshow (the API behind Play Music) doesn't seem to support looping directly, so I've implemented looping music as checking on a timer if the music has stopped, and if it has, restarting it. Obviously this will never be seamless. If you want seamless, go for OGG, or an xWMA encoded WAV, and play it looping on a reserved channel.

  • The wiki article says the performance benefits are small (~5%).

    I guess if the operating system/software isn't clever enough to spread memory over two physical sticks when less than 512mb is in use, then you get zero benefit, since it'd all be on one physical stick anyway.

  • Beautiful, Davo

  • Sounds over 3mb will not be cached. They have to be loaded in to memory so they can be played, but when they finish, they're freed from memory. The next play will go back to disk to load it again.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I think the easiest solution, without having to write lots of backwards-compatibility or importing code, is just to hide Directsound from the insert object dialog. Then you can open old .caps, but nobody will ever insert Directsound in to a new file.