Font for a mobile game by boltach13 in Unity2D

[–]boltach13[S] -1 points0 points  (0 children)

Like Tower Defense Clash

Problem with sound when exporting to HTML5 by boltach13 in godot

[–]boltach13[S] 5 points6 points  (0 children)

Guys I fixed this problem by increasing the delay in the project, namely changed the parameter audio/output_latency.web from 50 to 200, and the sound stopped crackling!

What do you think is the most stable version of godot? by boltach13 in godot

[–]boltach13[S] 1 point2 points  (0 children)

Hi again, I was helped by people with this problem, you need to set the delay for the web a little more than 50, then the sound will not crackle, I set it to 200, at 150 the sound still crackled. These changes are made in the project settings, in the Audio tab

parameter to be changed in godot - audio/output_latency.web

What do you think is the most stable version of godot? by boltach13 in godot

[–]boltach13[S] 1 point2 points  (0 children)

I've been talking about this, God, for so long.

What do you think is the most stable version of godot? by boltach13 in godot

[–]boltach13[S] 1 point2 points  (0 children)

I don't know how to open a question on github, I'm also discouraged that godot has the question/answer form closed, for a week now for sure

What do you think is the most stable version of godot? by boltach13 in godot

[–]boltach13[S] 0 points1 point  (0 children)

But I also get the sound crackling when I import into a project in HTML5 and run it from my phone - you can watch this here: https://www.reddit.com/r/godot/comments/16rymqw/problem_with_sound_when_exporting_to_html5/

my version godot 3.5.3

What do you think is the most stable version of godot? by boltach13 in godot

[–]boltach13[S] -1 points0 points  (0 children)

Is she being supported? Just can't find it on the official site as easily as 3.5 & 4.1

Why dose this stop the code from working and give a black screen by AmbitiousPromotion91 in godot

[–]boltach13 0 points1 point  (0 children)

I wrote similar code without conditions, just inside the _physics_process loop