PATCHMAN Posted November 15, 2011 Report Share Posted November 15, 2011 SO is there a way to loop the music continuously through the levels without using mci? also is there a way to imbed the music in the game while using mci? cause when i save my game as a standalone game the music doesnt play. and i dont really want my music in the same folder as the game. seems less pro, and well i dont want access to my music to be thaaaaaaat easy and im sure it cant happen, but is there way to do the endless looping with just the stock ext in tgf? thanx for any help! Link to comment Share on other sites More sharing options...
USC Posted November 16, 2011 Report Share Posted November 16, 2011 Depends. If you want to loop a .MIDI (or God forbid a .WAV), then just type in '-1' for how many times it should loop; that'll loop continuously without MCI. Unfortunately, TGF1 doesn't support .MP3 or .OGG. Also, there's no way (I know of) to embed .MP3s in TGF; the best you can do is make a sub-folder specifically for music and store them all in there. Unless you're composing your own music, it shouldn't be a privacy problem. Link to comment Share on other sites More sharing options...
PATCHMAN Posted November 16, 2011 Author Report Share Posted November 16, 2011 i mean loop even into the next stage. so it doesnt have to restart... make sense? Link to comment Share on other sites More sharing options...
GSF Posted November 16, 2011 Report Share Posted November 16, 2011 Oh... that's an annoying limitation of TGF1/MFX: Samples and music will always stop on a frame switch. There is no "Play sounds between frames" option at all, so you can only do it via extensions. Link to comment Share on other sites More sharing options...
PATCHMAN Posted November 16, 2011 Author Report Share Posted November 16, 2011 well crap! ah well. and im doing custom music for my game so i was hoping to imbed the music some how. and it seems the mci doesnt work like that Link to comment Share on other sites More sharing options...
PATCHMAN Posted November 19, 2011 Author Report Share Posted November 19, 2011 what about is mmf 2 is there a way to do it? Link to comment Share on other sites More sharing options...
GSF Posted November 20, 2011 Report Share Posted November 20, 2011 In MMF2, it's easy. Just open the application's properties, and you'll see the option "Play sounds over frames". Check that one... and you're done: Any sound played through MMF2's built-in sound object will play over frame changes. Link to comment Share on other sites More sharing options...
PATCHMAN Posted November 28, 2011 Author Report Share Posted November 28, 2011 awesome!!!! you guys are so killer thank you! new question. is there a way to set the length between frames? Link to comment Share on other sites More sharing options...
GSF Posted November 28, 2011 Report Share Posted November 28, 2011 The "length between frames"? I don't follow... You mean music duration, or physical size of a frame? Link to comment Share on other sites More sharing options...
luksamuk Posted November 29, 2011 Report Share Posted November 29, 2011 He's probably talking about the duration of transitions. Link to comment Share on other sites More sharing options...
PATCHMAN Posted November 29, 2011 Author Report Share Posted November 29, 2011 yeah duration between frames. Link to comment Share on other sites More sharing options...
GSF Posted November 29, 2011 Report Share Posted November 29, 2011 When you add a fade in/out transition, below the box that lets you select the effect, there's a time slider. Set it to whatever you think is good enough, and you're done. Is this what you were looking for? Link to comment Share on other sites More sharing options...
PATCHMAN Posted November 29, 2011 Author Report Share Posted November 29, 2011 yeah that the duration of the fade. i was hoping there was a way to have the fade, then set like a pause for a sec or so before s goes to the next frame. its no biggie just curious. thanx again for all your help guys. i would be strugglin! Link to comment Share on other sites More sharing options...
GSF Posted November 29, 2011 Report Share Posted November 29, 2011 Hm... in-built MMF fades won't let you add any pause. If you want that, you'll have to manually make your own fade (a big active object that would cover the display, make it visible when you need to) Link to comment Share on other sites More sharing options...
USC Posted November 29, 2011 Report Share Posted November 29, 2011 If you're fading to a solid color or image, what you could do is make a frame that is that color or image (I'll call it 'FadeBlack Frame'). Place it in-between each frame you want to 'pause' for a second. In that frame, add a condition like... After 1 second -> Go to next level That'll make it 'pause' inbetween fades. It'll double how many frames you have in the game though. With a bit of programming, you could use just one frame. I'll explain how below... --------------------------------------------------- Create 'FadeBlack Frame' and put it as the last frame in your game. Now, in each level, add an additional event to the 'Go to next level' condition like so... *Set Global Variable 1 to [Next Level Number] ...where [Next Level Number] is the level you want to go to next (IE: When you look at all the levels in the editor, there'll be a number next to each stage. That's the Next Level Number). Now, go back to 'FadeBlack Frame' and change the 'Next Level' code to... After 1 second -> Jump to Level [Global Variable 1] That'll make it go to whatever level you set the Global Variable to. Hope that helps; I don't have TGF with me right now or I'd make you an example. Link to comment Share on other sites More sharing options...
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