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Messages - NathanielEdwards

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1
News / Re: Summer Game Jam (Ends June 30th - Win $100!)
« on: June 30, 2011, 05:07:14 pm »
Here is my submission: Eurhythmia Superlite Preview Edition

This is absolutely nowhere near where I plan it to be, but it's a fairly straightforward rhythm game. Due to filesize limitations, there's only one song available to play at the moment, but later versions will have a fairly extensive indie soundtrack with 4 musicians currently signed on to contribute (thanks to Josiah Tobin for the track in this preview edition) and players will be able to play with their own music libraries at a later point.

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Ask a Question / Re: File Size Limit with Audio
« on: June 30, 2011, 12:39:31 am »
Looks like I'm going to upload a version with much, much less music anyway, packaged in for now, then I'll figure out the streaming for the real version later. Thanks for pointing out the Forge pack, hope I can make sense of it pretty quickly.

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Ask a Question / Re: File Size Limit with Audio
« on: June 30, 2011, 12:31:53 am »
Okay, that may work. Given that this game relies on an exact-ish beat to align with the audio, is there any chance that streaming could affect the timing in any way? Due to server or client lag or just the extra processing steps necessary to load from an external source? Not that I have much choice.

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Game Ideas / Re: Question for other musicians
« on: June 30, 2011, 12:24:50 am »
Maybe an hour? Depends on a ton of stuff, and I can't say I've ever counted how long it took, though I should.

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Ask a Question / File Size Limit with Audio
« on: June 30, 2011, 12:20:09 am »
So I've been working on a rhythm game for a little under a month, and I was just about to upload a light version for the Game Jam thing when I realized that I was way, way, way over the filesize limit. I managed to export an .swf and the file size is 75 MB. Ouch.

There aren't a ton of graphics used, but it would seem that most of the problem is all the .mp3s I have to have packaged in to really have a rhythm game. So, basically my question is, is there any way to have any real amount of full-length music in a game and keep it under 10 MB? How would an RPG or established Flash rhythm games like Super Crazy Guitar Maniac get around this problem? I'll get back to trimming graphics content, but I really hate to get rid of music when I don't even have that many tracks to choose from in the game yet.

6
Ask a Question / Re: Music composer for stencyl
« on: June 25, 2011, 12:42:05 pm »
Reaper is the "high-class yet free until you decide to pay for it" DAW. Then when you do pay it's only $40. You'll think it's more complex than Audacity for about a week and then you'll think it's far simpler, just stick with it and practice for a while.

Once you have Reaper you can start downloading free VSTi and you should be able to go anywhere from there.

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News / Re: Summer Game Jam (Ends June 30th - Win $100!)
« on: June 22, 2011, 08:33:15 pm »
A demo version of my game Eurhythmia will get submitted in whatever state it's in by June 30th.

8
Ask a Question / Re: Visual Tearing Issue
« on: June 19, 2011, 02:58:24 pm »
I'm not sure exactly, because I'm doing the best I can to research up to understanding the issue. The bad part is that it may not even be an issue on anything besides a Windows XP (what I use) according to what I've read. Here's an article that seems to pretty solidly discuss the issue, and the only tearing fix that worked for every system was setting wmode to direct in the Flash embed options.

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Ask a Question / Re: Visual Tearing Issue
« on: June 18, 2011, 08:16:43 pm »
Ugh, okay. No possible way to move my .swf to a different program that can export with this setting changed, perhaps? If not, then I need to re-examine my options somehow to get rid of this ugly defect. Thanks anyway.

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Ask a Question / Visual Tearing Issue
« on: June 17, 2011, 09:42:57 pm »
In my current game, I've got a serious visual glitch occurring on one image that makes me see visual tears as it moves across the screen, horizontal lines that are basically showing part of the image in one place and the rest somewhere else. I've done some research on this and I found out that

1. This is a problem with Flash itself, not Stencyl or my code exactly,
2. my image combines all of the things that make tearing likely to happen (tall images moving horizontally across the screen, etc.), and
3. that setting something called wmode to direct might make this stop.

So, anyone know how to do this? I assume it needs to be done with a code behavior somehow but I have no Actionscript skills to speak of to help me out here in setting wmode.

11
Ask a Question / Re: Glow filter??
« on: June 16, 2011, 07:56:41 pm »
Just restarted the program and now it works fine. I guess things just weren't updating right.

12
Ask a Question / Re: Glow filter??
« on: June 16, 2011, 06:19:33 pm »
Just wanted to pop in and say I tried the glow filter, but have yet to get it to do anything. It's attached to an actor and I've played around with some of the variables, but I can't see any effect. Any idea why that may be?

13
Archives / Sound Panning
« on: June 10, 2011, 03:06:39 pm »
I think panning audio to the left or right side is rather simple in actionscript anyway, so could we add that to the design mode sound blocks (if it's not already there somewhere I just haven't seen)? This would make stereo more easily controllable via code and would add to the pretty small set of available sound control blocks.

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Ask a Question / Re: Detect Neighboring Tiles?
« on: June 06, 2011, 02:45:45 pm »
I realize this is probably a simple question, but what is the method then with actors? Will collision detection do the job if every actor is perfectly spaced like tiles?

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Ask a Question / Detect Neighboring Tiles?
« on: June 06, 2011, 02:40:13 pm »
I'm attempting to make a square tile-based game, but I can't find out how to detect which kind of tiles border other kinds of tiles on the fly. For instance, if I need the game to recognize inside a behavior that a specific grass tile has a hill tile on its right side, water tile on its left side, and grass tiles on the top and bottom of it, is there an economical way to do that? Do the tiles need to be implemented as actors?

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