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  • Unless you have uncovered a bug the only thing I can think that would cause such distortion and audio related crashes are stacked samples or effects.

    Make sure no sound is being re-triggered repeatedly without stopping it first.

    especially for longer samples, especially if mistakenly being triggered every tick, will cause sample stacking, amplifying and distorting the sound and can also kill some audio processors.

    Also check effects use.

    In a similar way it is easy to make the mistake of adding the same effect again and again to a sound rather than changing the effect.

    This stacks the effect causing the same issues as stacked samples.

    edit - if you solved the crashing by reducing file sizes then maybe check your samples in an audio editor, maybe those pops and clicks are actually in the files. also if the samples are heavily compressed and maximized then probably not a good idea to play at 0 db as this can cause clipping in some audio hardware giving pops and clicks.

  • Ashley

    Using desynced compositing for apks results in black-screen/load fail.

    I assume this is a bug?

    So will raise.

  • Appreciate that Ashley.

    I didnt even know that last two settings existed.

    I have implemented and do believe there is a slight improvement.

    Thanks!

  • Construct uses the Reverb Convolution to work. This means it needs an audio file. They are called "IR" (Impulse responses).

    The bad thing is that to change in runtime that IR, you have to use an event and select the audio file to use in a list. So i have to create an event for each one, if i have 100 or more, well....

    I was thinking to use some event like: Set = "IR" & IRnumber & ".webm"

    So with just one event, in runtime i change the IRnumber variable to select another one but seems is not possible.

    Is there any workaround to avoid add one event for each one?

    -

    Edit: Also the audio use for convolution is on "add effect" , there is no "set effect param" to change the audio file, that will be perfect.

    And, there is no effect parameter to change "Normalize" / "Don't normalize".

    I think you should raise this with the devs as a suggestion.

    for those working with music apps or getting deep into audio effects for games

    It would be a very valuable feature.

  • Im investigating using construct to develop a simple real-time instrument music app. However Ive noticed that touch input lag can vary wildly between devices from minimum estimated 40/50ms on newer higher end phones to, on some older or cheaper phones, more than maybe 200ms (making a real-time music app unfeasible for many devices).

    I still may go ahead as 40/50ms is getting into the realm of usable but is there anything I can do to reduce it further?

    For example, I am assuming "on touch object" or "on any touch start" is the best way to go rather than "on tap" (as this may be waiting for a second tap.)

    Are there any other things I should be considering. Is there any code I can add in that optimizes touch input processing etc.

    Can stuff like mentioned in this article be of any benefit?

    developers.google.com/web/updates/2013/12/300ms-tap-delay-gone-away

    any advice is appreciated cheers.

    edit. sorry I just realized Im am being a little dumb as the lag could also be on the audio processor end or other software hardware. Essentially, I am looking to reduce the time as much as possible between touch event and a play sound/ change sound action.

    in most games even a 200ms delay may not be noticeable but for a music/sound app any delay is very perceivable and longer delays like 100ms + make real-time playing almost impossible. Im told that Ios processes sound much faster than android but I have not tested any ios devices.

    anyone have experience in this area?

  • I havent used it for years but am pretty sure that Tiled saves as, or at least exports to, TMX which can be imported to C3.

  • It should be in the C3 "Menu" drop-down "Install as App"

    or there is also a chrome option in the three dots drop-down in chrome "Install Construct 3..."

    im not sure if they do the same thing.

    (edit) deleting my last statement about making shortcut, as putting shortcut you still have browser tabs etc.)

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  • Hi all! :)

    I have a PNG image, which consists in a gradient of transparency: the bottom of the image is fully opaque, and transparency increases towards the top of the image, which is fully transparent.

    When I import it into Construct 3, I see it different than the original image, like if it has been compressed. See the attached image for a comparison between the original image (top) and the same image imported in Construct (bottom), both with a black background, to view the gradient better.

    Any ideas? Maybe there is a setting for images compression that I need to change? Thank you in advance for your help! :)

    Yea have noticed this as well on the background in my game. Its not just on tiled backgrounds it appears on any blended/transparent gradient sprites also.

  • My new Game: Space Gunner: Alien Invader

    Subscribe to Construct videos now

    CH Play: https://play.google.com/store/apps/details?id=com.space.gunner.retro.shooter

    FB Instant Game: https://fb.gg/play/spacegunner-invader

    Damn that looks sweet. (I will play tonight). The speed and quality of your output is inspiring!

  • dop2000

    I see,,, noob mistake

    here, I tried the snake idea. (cos its more interesting than working on my own game!)

    its very rough but its nearly there. and you can fire unlimited bullets. small issue which I cant figure out the line sometimes bends between hits, maybe need bullet step for more accuracy or more segments.

    drive.google.com/open

  • Im still alive.

    I haven’t done anything on this for months, too busy and also kinda got bored of the whole thing,

    any leisure time ive been playing a ton of Overwatch and have really got back into playing flute

    but I have been tinkering here and there and this is where I’m at. Yes its embarrassing how little progress there is but it is what it is im in no rush and still enjoying the process.

    So what have I done. yes it may look like the game is in worse state than 12 months ago however most of the tinkering has been around enemy wave creation. It may be hard to see but previously, different waves could do different things but each wave could only have one type of enemy and the whole wave had to do the same things at the same time. eg follow curve, go into grid etc. Now I have made it so that a wave can have multiple different enemy types and the wave can be split into up to 5 groups that can go off and do totally different things then they can even return to single formation and do the same things. as the same thing could have been achieved with individual waves the only real reason for this is scoring. as you get the big points for killing a whole wave it allows me to make the individual waves more interesting.

    youtu.be/vqB2lV_gyo4

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  • Hey dop2000

    for some reason your c3p is just showing me a white screen with a red dot on it.

    anyway unleashedstudio

    I would say, looking at that game slowed down, what you have there is a "snake" following the bullet.

    i.e. make a very long side on triangle sprite that fades right to left. Cut it up into say 10-20 pieces.

    then use these pieces in the frames of a sprite as the segments of a snake that follows the bullet around.

    There should be a few snake examples on here somewhere. Generally it involves making an array for each bullet to record its positions at certain intervals as it moves. Then use these recorded coordinates to set the position , angle and length of each segment sprite every tick so they follow along after the bullet. as you will have a higher frame number the further the segment from the bullet it looks like it is a tracer fading away.

    I could be wrong, there are a few ways to achive the same effect, but anyway another idea to try.

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