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Posts by Christopher Pitt

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How to Build an Atmospheric Horror FPS - floaty Build a complete corridor horror game using raycasting, fog, monster AI, and atmospheric audio — bringing together all the techniques from the raycasting series.

New tutorial on making an atmospheric horror FPS game: floaty.dev/en/tutorials...

2 days ago 0 0 0 0
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floaty A JavaScript game engine for building and sharing pixel games in your browser.

After a ton of work, I am happy to announce the relaunch of floaty.dev.

1 month ago 0 0 0 0

These are fantastic. If you're up for it, I'm sure my 15 y/o son would love to collaborate on a p8 pet care game.

3 months ago 0 0 0 0

If you're looking for my books, I have added a section to the portfolio for them: assertchris.io

2 years ago 4 0 1 0

New portfolio site in the works: assertchris.io. Still a bunch to do, most urgently:
- replace the default error pages
- transfer old blog posts

2 years ago 1 0 0 0

If you've ever given Threads the ability to use your mic, they are using it to keep an open mic.

2 years ago 1 0 0 0

Thanks :)

2 years ago 0 0 0 0
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Getting an invalid site key for reCaptcha, can't register at the moment.

2 years ago 0 0 1 0

Ok, cool. Thanks for the info :)

2 years ago 0 0 0 0

Out of curiosity: how long do you retain the non-verified users before deleting or is that command just deleting all unverified at that point?

2 years ago 0 0 1 0

Don't get me wrong, I love SQLite and use it as much as I can. I'm just nervous about using it for anything high-traffic because of the file locking.

2 years ago 0 0 0 0

Surely, full-file locking must hurt concurrency; without heavy application of caching...

2 years ago 0 0 1 0

Cocos and GameMaker xD

2 years ago 0 0 0 0

Yuck!

2 years ago 0 0 0 0
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@nunomaduro.bsky.social First time using Pest today, and it's pretty good. ❤️

Don't know why I put it off for so long.

2 years ago 2 0 0 0

lol, hopefully.

2 years ago 1 0 0 0

@brayniverse.bsky.social ui for discord on iOS sucks. Will reply when I’m out of surgery and at a mac.

2 years ago 1 0 2 0

@brayniverse.bsky.social I've changed a lot of stuff, and I'm keen to see what your experience is like with sfx now.

2 years ago 1 0 0 0

Already integrated it 😅

2 years ago 1 0 1 0

Turn your headset down, volume isn't being applied yet and it's very loud.

2 years ago 1 0 0 0

I still need to update all the docs and examples on floaty.dev, for all this new audio stuff. Then, I can start adding the new instruments and a "snap to tone" feature that will make music creation much better.

2 years ago 2 0 1 0
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This code is triggered when someone clicks the "play" button in the assets editor.

2 years ago 0 0 1 0

We can't load Tone (or use AudioContext) unless it is triggered by a click or a keypress. So, the default behaviour is to load Tone the first time the sfx method is called; unless you use instance.enableAudio before starting your game (as the result of a click or keypress).

2 years ago 0 0 1 0

@brayniverse.bsky.social Ok, I have rolled out the first chunk of Tone.js work. The showcase examples should work nicely, now. As should the codepens. You'll notice a delay on playing the first sound because of how Tone is loaded.

2 years ago 1 0 1 0
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However tunejs will give me more features for audio effects and to help with the addition of new instruments; so I think I don’t have a choice.

2 years ago 2 0 1 0

@brayniverse.bsky.social @ewaldhorn.bsky.social in a pickle with this Sfx stuff. I want to outsource the audio synthesis to something like tunejs but that means I need building/bundling so that the engine can import a library that was not designed to be imported in the same way.

2 years ago 2 0 1 0

Ok, sorry for the frustration, will dig in and get back to you.

2 years ago 1 0 1 0

You’d need to “await engine.load()” before “sfx” if you’re using preloads in your own games.

2 years ago 0 0 1 0

Oh, wait, do you mean in a game you’re making?

2 years ago 0 0 1 0

Ok, interesting. Will do some experimentation to figure out what’s going on.

2 years ago 0 0 1 0