larrynachos's Forum Posts

  • No rush, but any updates?

  • Instead, you should use Audio.PlaybackTime(Tag) for everything.

    Oh man, how did I never think of that?

    Fixed my capx to include that, but something's not registering with the event. If I do if Audio.PlaybackTime("blank") >= 6.62 (in debug, the time is rounded to 6.62), it'll stop on the first bar and not play any of the other ones.

    I set it to 6.6, which almost does the trick, but it's still iffy. Also, sometimes in the debug I'll pause it and the times for a few of the tracks aren't the same as the rest (off by like 0.01 or 0.02, but noticeable).

    Updated capx: https://www.mediafire.com/?qy02hu2y52x2b3n

  • I have no experience with timing of sounds so this is all a complete guesswork, but did you do the timing with the overlapping the pattern with your seekbar? I wouldn't do something what needs a exact timing with a collision or overlapping event.

    I would put the pattern in an array and use the array to play the sounds in the correct order.

    Okay, so the overlapping isn't the problem. I tried using a function that loops itself every 6.621 seconds (the EXACT timing of all of the loops), but there's still a timing issue. This is what the function looked like

    And since I'm getting desperate, here's the capx: https://www.mediafire.com/?nrdsqhvdd45b0mg Please don't use it for anything more than helping me :X

  • I have no experience with timing of sounds so this is all a complete guesswork, but did you do the timing with the overlapping the pattern with your seekbar? I wouldn't do something what needs a exact timing with a collision or overlapping event.

    I would put the pattern in an array and use the array to play the sounds in the correct order.

    Sorry for the late reply; this week's been nuts. I'll definitely try that! I'm not a big fan of arrays, but today's a good day to learn

  • Bump. Pls ;-;

  • Bump. Guyyyys, I'm really at a loss here.

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  • There might be a solution where I play all of the audio files looping and muted, but I unmute the tracks that are meant to actually be playing. This would take up a lot of events, so I'm wondering if there's an easier way?

  • Lost cause, eh? Darn.

  • Glad to hear that there's finally progress! Leaderboards are all I really need, but any chance for user-generated content support? There are a lot of cool games on NG that uses it, and my brain is teeming with possibilities.

  • Hey all! So I've created a small "music maker" that lets you combine loops to create a song, but the transition isn't fluid. Sometimes it goes to the next file too fast, other times there's a small break between loops.

    Here's the program/game: http://www.newgrounds.com/portal/view/670185

    This is what I used for making the song move forward. I had a blank audio file that's the same size as the other audio files to gauge when to move forward:

    Any help is appreciated. Thanks!

  • There is not option for highscore, due javascript api for it does not exist...

    Looks like Newgrounds is ready to test some new non flash-based API. You should get in contact with them to see if you can use it in the plugin <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Here's a tweet from one of the NG developers: https://twitter.com/Psycho_Goldfish/sta ... 4744544256

  • I'm glad this game won I had a lot of fun playing it.

  • I'm actually really hoping that Construct 2 will be added to this bundle. I've already payed $12, and would love to finally have the full version of Construct 2.

  • I'm working on an RPG exploration game, and it takes place in a winter environment.

    What I'm aiming for is a blizzard overlay that restricts the user's vision with a hazy fog and snow particles. All of the tutorials I look at only explain weather particles for 2d sidescrollers, which isn't what I'm looking for. I'm looking for something like this (image below), but heavier and with snow particles instead of rain. Thanks!

  • I'm working on a level editor for a platforming game, and I'm trying to simplify the terrain editing by using the TileMap object, as opposed to placing individual sprites.

    The problem is: It's not working. My code is as follows:

    Mouse | On any click ........... | Tile map Set tile (mouse.x, mouse.y) to tile 1 (normal)

    AND

    Mouse | Cursor is over Tile Map

    I'm assuming my problem is because the tile x and y aren't the same as the mouse x and y, but I don't know how to find a workaround. Any ideas?