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Messages - Rabagast

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1
Playmaker Announcements / Re: Playmaker Game Jam
« on: March 29, 2018, 03:22:34 PM »
Hi!

Just a question! How will the winner be chosen? Will the judges decide the winner, or will it be the game with the highest ratings?

2
Playmaker Announcements / Re: Playmaker Game Jam
« on: March 23, 2018, 07:51:02 AM »
I'm stuck before I've started. I have no ideas right now. I am also afraid if I make something, and it's not correct, so I think I cancel this time. Maybe I can join next time, if there will be a next time. I'm sorry! :(

3
Playmaker Announcements / Re: Playmaker Game Jam
« on: March 22, 2018, 11:39:00 PM »
I didn't understand these two themes.
Aren't Last Resort and Not A Hero two games which already exist?

Will it be something related to these games? Or do I make a game related only to the name.

4
Playmaker Help / Synchronise an Audio Clip with Float Animation
« on: March 14, 2018, 10:40:05 AM »
Is there a way to synchronise an audio clip with a float countdown? Maybe you don't understand what I mean, so I will explain. An example is that I have a float variable with the value 1000. It will countdown until it reach 0. The countdown time starts on 25 and will be subtracted every frame, so the countdown speed will increase.  And now back to the question. I have an audio clip, very short beep. I want this audio clip to synchronise with the speed of the countdown. Is there a way to to this?

5
General Discussion / Re: Sound Manager Pro
« on: March 06, 2018, 09:45:00 AM »
Thank you! :)

6
General Discussion / Re: Sound Manager Pro
« on: March 04, 2018, 04:31:00 AM »
Quote
Sure, but it's only a log, not even a warning. If it really bothers you, you can turn it off in Logging Settings.

Hi!

I can't find this Logging Settings.

7
General Discussion / Re: Sound Manager Pro
« on: February 26, 2018, 03:36:31 PM »
So it doesn't matter if I get this message then?

8
General Discussion / Re: Sound Manager Pro
« on: February 25, 2018, 05:15:04 PM »
I had to increase the Voices Weight to 15. Maybe it can work with 10 also. I didn't try. :) I have a rapid fire, so it fires a lot of bullets at the same time.

9
General Discussion / Re: Sound Manager Pro
« on: February 25, 2018, 04:53:31 PM »
Hi!

Is it a way to avoid this message I get?

"T: 8.422878 - MasterAudio All children of SL - Bullet Shot were busy. Will not play this sound for this instance."

I have 5 in Voices (Weight) Maybe I need to stop the audio clip before it plays again?

10
General Discussion / Re: Sound Manager Pro
« on: February 22, 2018, 04:00:27 PM »
Ok!

It's an amazing asset. Thank you for your help and fast reply. :D

It's time to experiment a bit more. :)

11
General Discussion / Re: Sound Manager Pro
« on: February 22, 2018, 02:52:29 PM »
Just some questions:

Do I need to have one MasterAudio Prefab in each scene? Or is it enough with one in the Main Menu Scene with the action Don't Destroy On Load?

When I add a MasterAudio Prefab in the scene, can I have more than one Group in Group Mixer? For example one for player sounds and one for enemies and one for collectible.


12
General Discussion / Re: Sound Manager Pro
« on: February 22, 2018, 01:31:00 PM »
I like it a lot. Thank you for your recommendation of this asset.

Another thing I like, is that you use "Master Audio Play Sound" and just write the name of the audio clip. And that you also can change the audio clip without changing the name, if you know what I mean. :)

13
General Discussion / Re: Sound Manager Pro
« on: February 22, 2018, 11:08:09 AM »
7 was the right number. I just need to experiment a bit as you say. :)

14
General Discussion / Re: Sound Manager Pro
« on: February 22, 2018, 11:06:29 AM »
I think in my case, I need  to have 10, because I destroy so many asteroids. And also reduce the volume a bit on that sfx. :)

15
General Discussion / Re: Sound Manager Pro
« on: February 22, 2018, 07:18:23 AM »
Hi!

I found it. It looks very good so far. :)
I need to adjust the Voices (Weight) for the Asteroid Explosion sound.
If I have 10 voices and shoot more than 10 at the same time will result that it will be no sound from asteroid 11 and more, right?

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