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Messages - mdotedot

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Thanks for the feedback.

I'm working with Max on the volume reduction .

Frequency numbers are very erratic indeed. As mentioned you need a lot of trial and error to do something with it. I never got it working perfectly.  I've found a lot of posts on the issue and the surrounding sounds in every location and every device are different. But I was hoping for a range of frequencies to be using in a game. Like whisseling/blowing or 'A' versus 'O' which should have totally different frequencies. I couldn't get it to work but maybe in the far future.....

You should be able to read the data from the extras folder. There is an external data extension that might do the trick. And otherwise there would be other options.

You read the file into a variable (Game Attribute) and pass this to this code block (or Extension)

You can look at my Mobile HTML5 extension which has this block for futher reading/testing.

Windows / Mac / Flash / HTML5 / Re: Space Pirate
« on: May 16, 2019, 01:27:38 pm »

Since I'm not your target audience you shouldn't really bother too much with my feedback.
But you requested feedback a few times so this is at least one of them.

Maybe the game has more stuff that I would like. I saw some stuff on puzzles that I would like to try out, but as I can't get passed the first ship I gave up. (4 retries, but I don't shoot / disarm the gun in the middle of the ship)
Some of the exploration that was in the development blog would be interesting to me as well but I never got to that point.

What are the top 4 things you like (if any)?
1. intro
2. automatic picking of stuff
3. typing when hacking and other sounds like crush and sigh noices
4. animations & active scenes with moving stuff like background etc..

What are the top 4 things you dislike (if any)?
1. shooting
2. repetitive music
3. too unforgiving in the beginning when you enter the first ship with too many cards to find and a gun that kills you way too fast
4. Shop : too much information

Are you ok with the controls or would you prefer WASD and mouse (to shoot)?
  I would rather use arrow keys and if I suppose to really shoot with spacebar when pointing to the direction I need to shoot.
  But I would quit the game when I need to shoot too much.

Do you think it would be more fun to have ammo for guns?

Would you buy the game (if yes for which price? - game has around 3-5 hours gameplay)?

Is the performance good? Which system do you use?
  Good performance with Windows 10 Home, Core i3-7100 CPU , 4GB Ram

Extensions / Re: Extension Creators : ios PLIST file
« on: May 16, 2019, 04:51:53 am »
You can only create iOS things with XCode on a Macintosh computer.

If you want to create an iOS extension you need to build it using command line execution code to use the compiler and linker.

The Android and iOS extensions that use native code you need ndll.

Look at this information:

Extensions / Re: FMOD Studio Extension
« on: May 13, 2019, 08:24:51 pm »
Propably a block code is missing a semicolon:

Source/scripts/Design_4_4_ElisaBehavior.hx:144: characters 22-23 : Missing ;
Source/scripts/Design_4_4_ElisaBehavior.hx:156: characters 33-34 : Missing ;

Functions that return a value are block-type 'normal' and don't use ;
Code: [Select]
code="Extension.function()" type="normal"
Actions that return a value of void are block-type 'action' and need a ; in the code.
Code: [Select]
   code="Extension.Function();" type="action"

 But you have far bigger problems (a little piece from the logs)
Code: [Select]

\api\studio\inc\fmod_studio_common.h(181): error C3646: 'opencallback': unknown override specifier
\api\studio\inc\fmod_studio_common.h(181): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
\api\studio\inc\fmod_studio_common.h(421): error C2238: unexpected token(s) preceding ';'
\api\studio\inc\fmod_studio_common.h(445): error C2143: syntax error: missing ';' before '*'
\api\studio\inc\fmod_studio.h(24): error C2146: syntax error: missing ';' before identifier 'FMOD_Studio_System_Create'

You need to understand C++ to solve these problems.

I took a quick look at the faxe thing and noticed that there was an instruction 'COPY_YOUR_FMOD_API_HERE'
there might be specific version required so you could contact the author for more instructions.

You would have to experiment with 'any old site'. I use my own server.

Some of the functions that Away3D use an URL location to load. So you need most of your assets on a web-server.
And flash requires that you access the URL from the same server as you run the code. So in order to run Flash: put the flash file with the assets on the same server.

I recommend : Use HTML5 or Windows/Mac to test

Extensions / [iOS/Android] MicroPhone Decibel and Frequency values
« on: May 12, 2019, 05:23:55 am »
* Initialize
* Start Recording
* getDecibel
* getFrequency
* Stop Recording

MicroPhone Extension + Demo download

The decibel values are calculated with the same formulas on both iOS and Android.
This is where the best game mechanics can be obtained.

Frequency values are obtained by using Fast Fourier Transform calculations. But the implementation differ on both platforms and values aren't the same.
Need far more testing when implemented.
Also, the range detection for your particular sound/noice detection should be evaluated.

Extensions / Extension Creators : ios PLIST file
« on: May 11, 2019, 04:24:38 am »
With the help of Justin and the internet (FaceBook Extension) I came up with a working way to add things to a PLIST file.

In my case I needed permission request for the microphone and that required setting key-string value in the PLIST file.

Because I don't want extension users to adjust their configuration it is better to include a custom plist template file.

You can use the {{app.file}} aproach but this is overwritten by the 'default'  later on:

Copying template file: /Users/admin/stencylworks/engine-extensions/MicroPhone/templates/ios/template/{{app.file}}-Info.plist -> Export/ios/_GAME_NAME_-Info.plist
Then a bit later on it will do:
Copying template file: /Users/admin/Downloads/plaf/haxe/lib/lime/lime/templates/ios/template/{{app.file}}/{{app.file}}-Info.plist -> Export/ios/_GAME_NAME_/_GAME_NAME_-Info.plist

But when you put the plist file in here with the PROJ name rather than {{app.file}} it works:

copy StencylApplicationDirectory/plaf/haxe/lib/lime/lime/templates/ios/template/{{app.file}}-Info.plist     to    (StencylWorks) engine-extensions/YourExtension/templates/iphone/PROJ/PROJ-Info.plist
Modify the (StencylWorks ) engine-extensions/YourExtension/templates/iphone/PROJ/PROJ-Info.plist to include your extension specific requirements.

In my case : add microphone permission request
Code: [Select]
<array>::foreach languages::
        <string>Need microphone access (M.E.)</string>

Then modify the include.xml (or nmml) for the ios section:
Code: [Select]
<section if="ios">
        <template path="templates" />

Resulting action:

Copying template file: /Users/admin/stencylworks/engine-extensions/MicroPhone/templates/iphone/PROJ/PROJ-Info.plist -> Export/ios/_GAME_NAME_//_GAME_NAME_-Info.plist

In the XCode project, under Resources, you can find the plist file containing the change.

Journals / Re: Merrak's Isometric Adventures -- Alpha Build 3!
« on: May 08, 2019, 11:01:10 pm »
Cool web-page. I even searched on Google : A.C. Emris 'the lost city' but I guess I have to wait for 7775 or 7776 to search for it :D

Extensions / Re: Zame Particle System Extension (Stenyl 3.5)
« on: May 08, 2019, 04:42:39 am »
Yes, you can let a particle follow a player position. Or any other actor.
It will be drawn on top of everything else. So for instance you can have a dust cloud trail the actor. Like one of the examples in the demonstration game.

Extensions / Re: Zame Particle System Extension (Stenyl 3.5)
« on: May 08, 2019, 02:23:02 am »
Thank you for your  interest.

The extension works with native drawing calls of which stencyl isn't aware. I'm not sure if I could let it draw on Stencyl layers.
I need to delve into Stencyl for that. I used to delve into Stencyl for some UI stuff and then another Stencyl version came along which did things differently and breaking the stuff that I was using.
So I'm a bit hesitant to make it work on stencyl layers.

News / Re: Stencyl jam #18 Winners
« on: May 07, 2019, 09:12:50 pm »
Congratulations to the winners.

So nice that there will be more Stencyl Jams!

Journals / Re: How my LD44 Compo entry was born
« on: May 06, 2019, 07:53:53 pm »
Thank you for this journal. I likes the  life game.

Ask a Question / Re: Access the webcam and microphone
« on: May 04, 2019, 01:45:24 am »
Hello Jo3m,

There are some extensions to access the camera :

I'm not sure but I gues the HTML Mobile Extension can be used to access the webcam.

For voice and visual recognition there is nothing on HaXe (multiple platforms) as far as I know. I've searced for it and couldn't be found.
There might be specific things for JavaScript, Flash or Windows but that need to be converted to HaXe extension and that is a lot of work.
Propably it will not be fast enough to do anything with  it on mobile.

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