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Messages - SirCrocketz

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Extensions / Re: FMOD Studio Extension
« on: July 08, 2019, 05:05:31 pm »
FMOD Studio is audio middleware. It bridges the gap between sound designers and programmers. You can do things like automated and randomized pitch, volume, and several other parameters. You can set custom parameters that change at runtime like the speed of a car will change the pitch of a sound and also crossfade between multiple sounds to sound natural. There are a ton of possiblities, it's one of the most popular audio implementation tools alongside Wwise.

Extensions / Re: FMOD Studio Extension
« on: July 04, 2019, 08:52:28 am »
I'm still working on it, had to take a hiatus. I'm going to test it on iOS and MacOS shortly. Still don't have it functioning on Android but I know I'm close!

Hey guys! I just released my first game on Android and iOS. It's a brain teasing puzzle game with a philosophical twist! The player controls a hexagon and uses pieces on the board to remove all the triangular sections of the hexagon. A narrator speaks insightful poetry while binaural beats tuned to reduce anxiety play through the stereo field.

Short gameplay Video:

Google Play:

iPhone App Store:


Extensions / Re: FMOD Studio Extension
« on: May 14, 2019, 12:54:35 pm »
So, I have it working on Windows pretty well, I need to add more blocks but at least the game builds and events get triggered. I'll add parameters and everything after I get at least one more platform running. I'm tryiing to get it working for Android but I keep getting this issue, "
[haxelib.exe] F:/Stencyl Workspace/stencylworks/android-sdk/android-ndk-r15c/platforms/android-14/arch-arm/usr/lib/crtbegin_static.o:crtbegin_static.c:function _start: error: undefined reference to 'main'"

After some research, it seems I need to add an LDFLAG of -static and -shared, but I'm unaware of how to do that. I can add compiler flags but I don't think those are the same. If anyone has any ideas, I'm all open!

Extensions / Re: FMOD Studio Extension
« on: May 13, 2019, 09:52:06 pm »
I actually figured it out! I'll be uploading an extension after I make sure it works on multiple platforms and get all the blocks made.

Extensions / FMOD Studio Extension
« on: May 13, 2019, 02:53:25 pm »
Hey guys! I'm working on an FMOD studio extension. I believe I'm getting rather close but I'm also very new to this. I think a header isn't being loaded. I'm using the FMOD 1.10 API and a GitHub repository someone made for implementing FMOD with Haxe.

attached is a log of the error I am recieving currently. The API is discovered but it seems some definitions aren't making it through.

Hey Merrak!

Quick question. If there should be two paths of equal cost, is there a way to return both of them? I'm trying to randomize my pathfinding a little bit.

Hey guys! I'm working on a classic style tower defense where the player has to create the maze that the enemies walk through (think Sunken Defense from StarCraft UMS for example). Since I'm limited to only 32 channels, a couple of which are used up for music and dialogue, does anyone know of a solution for my problem? The player can have upwards of 50 towers at any given time, each one making a sound when it launches a projectile.

I currently have each tower playing on their own channel. Essentially a global variable increments when a tower is built and the tower grabs that number to determine what channel to play off of. One it reaches Channel 30 it resets back to 0. This means that some channels have more than one tower. To make things worse, I also have impact sound effects for projectiles based on damage and armor type.

Each tower has 3 different sound effects that it will randomly play when it shoots. I've thought about implementing a 'null' if the random integer is a specific value, lowering the number of sound effects played. I'm not sure...any thoughts? Should I upload a video?

Awesome! I'll download it right away! Thanks so much for the quick response :)

This image explains what I mean by smoothing (may be incorrect term).
I'll play around a bit to see if I can figure it out. Thanks again!

Hey merrak! Just curious if you have an eta for the update on your extension. I use it pretty extensively in my current project :)

Also, Is there any kind of smoothing built in? Or know of an easy way to achieve smoothing the path results?

Ask a Question / Re: Releasing mouse on actor triggers multiple layers
« on: February 09, 2017, 08:42:16 pm »
I attached my code.

Could you provide an example of the scene behavior you're referencing? I don't exactly follow. I apologize I'm new to this.

Ask a Question / Releasing mouse on actor triggers multiple layers
« on: February 09, 2017, 03:33:56 pm »
attached is a video of what I mean.

When I select a blank hex, it provides a "menu" of blue, green, and purple. when I select one, the blank hex turns into my selection, works beautifully. The problem is that the blank hex underneath my selection is also being triggered. Is there a way to get around that?

Extensions / Re: Artificial Intelligence Tools Extension (Beta Release 7)
« on: February 04, 2017, 09:05:53 pm »
Any chance someone can give me a quick crash course on how to get this to work? All I want is to make a created actor walk to a specified location. What do I need to implement to make my actor move in the direction of the next node?

Oh wow, thank you so much! I can't believe it was that simple...oh well!

Exactly as the subject states.

Attached is the error itself and the code it references on line 230.
If I deactivate the do every 'n' seconds event I get the same issue but on line 203, also attached.

I have an actor that just wanders around, when it enters a region, it's supposed to be added to a list and then attacked. It's from this tutorial:
The actor is for sure in the Enemies group. I tested several iterations before adding it to a list...thoughts?

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