Varrience i have no idea who you are so i couldnt have copied it. Also, i dont feel like uploading 6000 images by hand, nor do i feel like writing a script to do it for me cuz js sucks

    Letti42 I have no idea who you are. I came up with this method myself and if you had the same idea at some point, then it is pure coincidence. Besides, you didn't do bad apple (which is lame)

      peptobepto you can just put all the pngs into a folder and upload em like thousands at a time, sure the website may freeze but that's the fun of it, you should have some idea of who i am though.... if you ever looked through my posts

      peptobepto ah yea just looked more into it, you should probably load them all in first though since browsers cache requests like that so you won't get stutters in between your video btw

        peptobepto Hmm... are you new to cdo? or do you just not check the code of any actually good project on cdo?

          gZany i just don't follow cdo news or keep up with any of that. I log on to the form to post or comment here and there but I try to keep interaction with the community to here and to a minimum. I haven't been doing a very good job at that but oh well

            peptobepto I log on to the form to post or comment here and there but I try to keep interaction with the community to here and to a minimum.

            You've blown up with this post

            Varrience i just tried it that way. Sadly, with the ammount and size of the images, there is actually a stronger delay than if i were hosting them myself. I could lower the framerate but I want to make as few sacrifices as possible. Right now, my best bet is just slowing it down, recording it, then speeding it up

            Just don't add him and say he's so rare your luck just sucks

            peptobepto if the servers are so good then just preload the images and audio so they get cached then just play them again together, at the same time. Applab has a callback for playSound so you can get it to sync up

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              Comment: lmao this is what i said earlier

              Letti42 I don’t know how to do that lol
              I’ll look into it for sure tho

                peptobepto its jsut loading the image url beforehand using the same drawimageurl function. then when you draw it again using the exact same url there shouldnt be a delay because the browser already downloaded it. same with playsound.

                you could make it so that it preloads upcoming frames whilst it shows the current ones, ive done it before and it works for the most part.

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