Wait, you mean to say you CAN’T do that?
also, it was a rush thing, while we were still on topic of your dank memes
TOPIC DERAILED, back to projects and not memes!.. While we’re on projects, greg are you still working on your plane game?
little bit.
been trying to learn FE for Tankery, as the recent increase in popularity has caused exploiters to care enough to exploit it.
i’m working on modeling the cockpit for the plane so it looks cool
Omggg!!! Thank you so much! Anything I can do in return?
gimme all ur robucks.
Not unless you’re able to texture/make better UV maps then myself… Or a really good sculpter, if either then yes, I have jobs (unpaying becuz im broke) for you in regards for Inner Animal in a few weeks…
Amazing game idea. I really like the user interface. I cannot wait to play!
Thanks! We will be making it paid access for 80 robux as an alpha though. Don’t want it getting too popular currently.
That is not today.
That looks awesome, and super fun. Can’t wait to try it out
The gameplay brings back memories of Kitten Cannon (surely every 90’s kid’s favourite flash game) but with a far more interesting theme / aesthetic
Been working on a mobile version of a rhythm game. Finally got sounds optimized enough to not take like 50ms when playing (which is a long time). It’s really hacky because of the way FMOD works internally. Sound:Play() creates a new FMOD sound channel which takes time, and Sound:Stop() destroys that sound channel. I wanted the sound channels to always exist so I could play sounds literally instantly. Solution, don’t use Play(), Stop(), Pause(), and Resume() (Pause() and Resume() work like wrappers around Play() and Stop() in the C++ code). What I do instead is implement my own hackish pausing/stopping by setting the Volume and Pitch of a sound object to 0 and resetting the TimePosition to the starting value for a wrapper Stop() function. Combine that with sound object pooling and I can get instantaneous sound effects!
I never really realized just how low powered most mobile devices were compared to PC until I actually tried to play a game on them.
I need a custom shader…
So are you keeping sounds constantly playing and changing volume and TimePos?
Yes, but just like how animations do not progress if you set their speed to 0, audio does not progress if you set the pitch to 0.
That’s some cool stuff. I don’t think I would have thought of it.
Maybe as an intern you could have someone make sounds load without the multi-frame delay?
It’s some internal FMOD thing that makes it take that long. We unfortunately don’t have access to change the internal workings of that library.