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So upload it to Youtube then and set it to be unlisted.
This is quite hard as well. Not to enlarge the circle. That's the easy part. What you need to get is the tempo of the song. Please login to see this link.. This is the knowledge DJ's are using to get the beats per minutes so they can mix properly.
There is also Please login to see this link. that calculates the bpm to ms for you. Since CF uses 100ths of a second, then just multiply the number you get with 0.1.
Not in CF to my knowledge. As a musician I'm well aware of the side chain effect you're after. Kick hits lowers the sounds of some instruments. This works nice in most DAW's (Digital Audio Workstations). However I'm afraid that CF can't go fast enough to do what you're asking for. Standard audio frequency is 44.1 kHz called samples. A 100th second is 441 samples. And since to my knowledge there is no high resolution timers in CF, then this won't cut it. Add to that: The volume is only adjustable in 100 steps. DAW's measure volume in 32 bit floating values. In other words: It would plain and simply sound crappy as hell at the very best:
What would happen if you adjust the volume once every 441 samples, or "always" as the event is called? You would create a jagged volume line. Instead of a linear volume line produced in any daw. The result is a gross representation of volume adjustments that simply put would sound utterly bad.
Your best option is to actually get the music composed with side chaining included since this will sound better in the long run, and will also make your game feel more polished. There are side chain plugins in VST format. Sadly CF lacks support for them.
This video will show you some of what's going on when you're aliasing the volume control: Please login to see this link.
Try this one. I don't know what browser you're using, but this is plain and simple HTML knowledge how to get the links working. Not exactly rocket science. Please give credit if you use it.
So this is a problem I have with a puzzle game I'm working on. There is a canon that can shoot balls to activate certain blocks. The ball can hit multiple blocks at once, the problem is that the variable doesn't add up correctly. Say I have a 2x4 segment of blocks, the ball activates all of them, the variable doesn't count all. How do I fix this problem?
* 3D grid to 2D grid. * Zero coordinate object * Extend primitives faces in any direction. * Import blender game levels and execute their movements. * Link materials and meshes through properties. * Link parents and children through properties.
Thanks for the fast response! An additional question I'm getting kinda confused over. What XY coordinate in the 2D world (frame area) represents the 3D Coordinates for XYZ, and can this be adjusted somehow?
True. But .x and .OBJ doesn't contain the programmed movements done in Blender Game. I would rather design the full level in Blender, import it straight as it is to Firefly, and animate the object with the built in code blocks from Blender Game.
So you have the view port object. Works fine, but I'd like to use it to view underlying layers. Like a window on a wall. Is this possible, and how would I do this?
Sorry if this goes in the wrong forum, but I don't know where to put it.
So I got my money for this Xmas, and I decided to get Firefly. Now I've been severely ill the last few days, and still am. A little too late I noticed that I ordered it through the Clickstore as I usually do regarding Clickteam extensions. Trying to install it and it gives me the error that I don't have CF25 installed. Something I do have through Steam. Sh*t. So my question is if you guys either can revert the order, or send me a key to activate it via Steam instead?
My game is soon to be released on PC and Android. I'm giving you a chance to get it at 50% discount on itch.io and later on clickstore until it is being released on the 20th December 2016.
I supposed the bugs would take longer time to resort than they took, thus I said the game would be released next year. Android might still be delayed until next year though.
This game doesn't have the most fanciest graphics, but this is due to my handicap. I see 10% on one eye. That's it. But where the graphics lacks the soundtrack kicks in. So give it some love and Please login to see this link.. The html5 demo features no soundtrack or sound effects to keep the size to a minimum.