Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Firehammer Games

10
Posts
28
Followers
2
Following
A member registered Dec 10, 2016 · View creator page →

Creator of

Recent community posts

So Firehammer Audio originally did loop points with a hacky workaround(involving adding a buffer of the beginning of the loop to the end of the sound).  This was the only good way I could get loops working.

Now, since GM actually can do loop points the right way, without the hack involved, I converted FHAudio to using it instead.  It's all internal as far as the changes go(except it uses seconds instead of milliseconds since that's used by GM's functions).

As far as changes go, you may be able to use the system in the later LTS versions if it has the loop point function(and I think it does).  You would have to re-author your music without the hack(optimally but not necessarily).  And your sound definition calls would need to use the new fhfx naming ones, though if you put them all into a single place it wouldn't be too hard to fix.  And the functions for actually playing sounds were left alone(only renaming arguments which doesn't affect the code calling them).

Feel free to hit me up on the Discord for help or more questions if upgrading interests you.

*Changed name of "sound" to "fhfx"

*Made it have zero Feather issues as shipped

*Made the examples all into a single room(better for the room order listing)

*Switched to GM's loop point system so you no longer need the hacky workaround

*Made emitters be able to destroy themselves if the instance they follow gets destroyed

The docs have more details.

I know it has been quite some time, but I finally added support for virtual controls in version 2.2.  It does work on HTML5, however I don't think that GM with HTML5 actually supports multitouch fully so it works with just a single touch.  On mobile it certainly supports multitouch and this system takes advantage of that.

Jelly?! :)

Thanks for the consideration...sorry about the specific lack.  Would you be willing to describe the issue you are having?  If nothing else it would possibly give me an idea of a void I can fill in the package.

No, it doesn't have virtual controls included.  If you are porting a game from PC to HTML5, then you can use your own controls and have them function as the inputs for the player's actions, and then your objects would not have to change code.  I could consider in the future adding something like that but I didn't originally consider it because HTML5 games have pretty individual needs for each game.

I found this thing in quite a random way, literally ran into on itch.  I haven't done much with it but I'll keep it handy.  My current project isn't pixel art styled but I may do one in the future.  This thing to me basically seems like Substance Designer but for pixel art.  Some more nodes would make things better.  I know people have made custom nodes too, which is good, but some of the basics are missing, like shapes/polys.  It would also be nice to be able to put text to parameters instead of just numbers, so we know that shape 1 is a "pyramid."


It seems like you took some features from Substance Designer as inspiration...it just seems like the more the better you know.