Visionaire RC0 Update

  • #80, by afrlmeThursday, 04. May 2017, 12:50 7 years ago
    @Nige: it  freezes when you try to do something with the tankard in the bar (firefox). Don't remember if it was pick up or look that cause it. Well at least you got the game to display ok. I tried exporting a test the other week & the only thing I could see was the cursors & display texts. All the other graphics weren't showing up.

    Imperator

    7278 Posts


  • #81, by NigecThursday, 04. May 2017, 13:18 7 years ago
    I seem to have some weird test action connected to "look" and it plays the door opening mp3, swaps scenes, then comes back lol
    I think I was having issues with the barman moving to points way back

    I shall fix it smile

    I'm pleased it works, all the images will be png, I think its default res is only 800x600 and I may of optimized the images with Flash CS3, its been a long time

    Key Killer

    629 Posts

  • #82, by afrlmeThursday, 04. May 2017, 13:36 7 years ago
    Maybe the issue thing for me was because I used webp? Or maybe it was to do with how I exported the files.

    Does it export a config.ini or some kind of settings file? Should have a look. You can probably force the resolution in that so it displays at the size it's supposed to rather than scaling to fit the available browser space - though I think scaling is a good thing in a way as it will probably have better support across multiple browsers/devices.

    Imperator

    7278 Posts

  • #83, by NigecThursday, 04. May 2017, 13:48 7 years ago
    It exported 7 files, two js files for the player, a index.html, config.ini, report.txt, logo png, the game.vis

    I didn't tick any of the build boxes, I just selected the html5 option, set the path and built the game

    I'll try webp on the background that loads first and see if it still works smile

    It doesn't appear to be webp, I just fixed the tankard issue and swapped the first image and its fine.
    I did have an issue with building a few pages back in this thread, the ved file had a path for eGame that isn't needed, it said it built sucessfully but nothing showed

    Key Killer

    629 Posts

  • #84, by SimonSThursday, 04. May 2017, 15:28 7 years ago
    Everything that uses ffmpeg doesn't work, Videos, Mp3 and such. For Audio I recommend ogg or opus. For Images webp or png, jpeg might work.

    IE11 has no support for the Web Audio library:
    http://caniuse.com/#feat=audio-api

    Seems there is a problem with the audio in Chrome, have to check on it:
    panner.setVelocity is not a function

    @wischnik: I'll look into it, maybe mp3 is not on the list of file types, then I'll add it. But remember that you shouldn't use mp3 because of licenses.

    Thread Captain

    1581 Posts

  • #85, by afrlmeThursday, 04. May 2017, 15:35 7 years ago
    Everything that uses ffmpeg doesn't work, Videos, Mp3 and such. For Audio I recommend ogg or opus. For Images webp or png, jpeg might work.

    IE11 has no support for the Web Audio library:
    http://caniuse.com/#feat=audio-api

    Seems there is a problem with the audio in Chrome, have to check on it:
    panner.setVelocity is not a function

    @wischnik: I'll look into it, maybe mp3 is not on the list of file types, then I'll add it. But remember that you shouldn't use mp3 because of licenses.
    mp3 randomly causes issues when playing them in games. crashes/freezing, etc. Also as Simon says ( grin ), you shouldn't use mp3 because they require licenses to use them. Better off using ogg or opus which are both open source/open container formats that you can use both commercially & non-commerically without a license.

    Imperator

    7278 Posts

  • #86, by wischnikThursday, 04. May 2017, 16:50 7 years ago
    Everything that uses ffmpeg doesn't work, Videos, Mp3 and such. For Audio I recommend ogg or opus. For Images webp or png, jpeg might work.

    IE11 has no support for the Web Audio library:
    http://caniuse.com/#feat=audio-api

    Seems there is a problem with the audio in Chrome, have to check on it:
    panner.setVelocity is not a function

    @wischnik: I'll look into it, maybe mp3 is not on the list of file types, then I'll add it. But remember that you shouldn't use mp3 because of licenses.
    mp3 randomly causes issues when playing them in games. crashes/freezing, etc. Also as Simon says ( grin ), you shouldn't use mp3 because they require licenses to use them. Better off using ogg or opus which are both open source/open container formats that you can use both commercially & non-commerically without a license.


    thank you both.
    i knew that i couldn't use them in any final game, but it's quite convenient to use them during the process while figuring out what sounds good and what doesn't — though i already noticed that the game crashes most of the time when an mp3 ends.

    but besides mp3s i can't upload any wav-files either.

    Newbie

    25 Posts

  • #87, by afrlmeThursday, 04. May 2017, 16:57 7 years ago
    Why would you want to use wav files? They have massive filesizes which isn't great for optimization. Same with png image files.

    I highly recommend converting as you go. Takes seconds to convert images to webp with XnConvert & hardly any time at all to covert sound files to OGG with Audacity. Both programs are 100% free & easy to use.

    Imperator

    7278 Posts

  • #88, by MachtnixThursday, 04. May 2017, 18:46 7 years ago
    I use wav to work with. If I want to use it in Vis, I generate one of the compressed formats (mostly ogg). But compressed files aren't fine to edit – after two or three cycles I can hear it. So I have to do the compression again and again from wav after some corrections. But: inside the RAM compressed files increase like big files, do they? Whats the difference?

    Thread Captain

    1097 Posts

  • #89, by stroncisThursday, 04. May 2017, 19:21 7 years ago
    About MP3 format

    To begin with - it's not the most efficient format, just most popular. OGG is better anyways (though with good technical knowledge, you can make mp3 sound equal or better at same VBR average bitrate, but this goes out of topic).

    If you'll distribute game just in Europe, then it's patent-free. From 2018.01.01 you'll be free to use mp3 for any geographic distribution, as last patents on various specifications of this technology will expire this year. At this moment you can use it, but just by carefully selecting, how to encode it, as many patents already expired and expiring now.

    If you need/want to use mp3 in your game and have no idea, how to encode without infringing, then license cost is about 2500$, last patents are owned by Fraunhofer.

    Newbie

    42 Posts

  • #90, by MachtnixThursday, 04. May 2017, 20:07 7 years ago
    To begin with - it's not the most efficient format, just most popular.
    But thats why consumer tools can handle only MS-wav and mp3 in most cases. My Tascam recorder gives me the choice between wav and mp3 (which is horrible quality), so I need a tool to convert wav into ogg. But doesn't matter - ogg is ok. Sometimes there are problems on (older) tablets or smartphones, which can't play ogg-files.

    Thread Captain

    1097 Posts