Author Topic: AudioSurf for iPod, PSP, Mac, NDS, Xbox360, XBLA, Wii, etc  (Read 96823 times)

Mincus

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Re: STEAM for Mac announced!
« Reply #105 on: March 08, 2010, 10:32:46 pm »
No, but I mean developers that distribute via Steam now have the option to port their games to Mac easier than before; if Audiosurf was ported to Zune (XNA), it can be ported to Mac too.

The Zune port is an almost complete rewrite with an entirely different engine and quite a different game.  :-\

I'm not trying to piss on your fire here, but as long as Audiosurf runs on QuestViewer it won't be ported to Mac short of a total rewrite.
Dylan has hinted at such a rewrite but there's been no news on that front for a long while now.

Ryan-C

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Re: STEAM for Mac announced!
« Reply #106 on: March 08, 2010, 10:38:23 pm »
No, but I mean developers that distribute via Steam now have the option to port their games to Mac easier than before; if Audiosurf was ported to Zune (XNA), it can be ported to Mac too.

The Zune port is an almost complete rewrite with an entirely different engine and quite a different game.  :-\

I'm not trying to piss on your fire here, but as long as Audiosurf runs on QuestViewer it won't be ported to Mac short of a total rewrite.
Dylan has hinted at such a rewrite but there's been no news on that front for a long while now.

Exactly my point, you're not pissing on fire at all, infact your piss is fueling it (LOL ;D), thats my point, it was rewritten for Zune, then hopefully it'll be rewritten for Mac, just cause we haven't heard any news on a Mac rewrite for ages doesn't mean its not happening, infact we didnt hear much about audiosurf for zune right up till near its actual announcement. And even if its not the same as the Windows version, it'd better than nothing right? Maybe the Steam for Mac will be the thing that gets Dylan going for a rewrite. I can hope can't I?  ;D
« Last Edit: March 08, 2010, 10:42:17 pm by Ryan-C »

blue_h3x

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Re: AudioSurf for iPod, PSP, Mac, NDS, Xbox360, XBLA, Wii, etc
« Reply #107 on: March 09, 2010, 02:07:59 am »
Rewritten for Zune? er... no, AudioSurf Tilt is totally different to Audiosurf
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Ryan-C

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Re: AudioSurf for iPod, PSP, Mac, NDS, Xbox360, XBLA, Wii, etc
« Reply #108 on: March 09, 2010, 09:16:28 pm »
Rewritten for Zune? er... no, AudioSurf Tilt is totally different to Audiosurf
thats what i meant, jeez, my point is that it doesnt matter to me if its not exactly the same game, something's better than nothing.

tsukiyomaru0

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Re: AudioSurf for iPod, PSP, Mac, NDS, Xbox360, XBLA, Wii, etc
« Reply #109 on: March 10, 2010, 05:22:48 pm »
All I say: J2ME. Nowadays it is possible to create almost ANY game in J2ME.

I may try to create my own version of Audiosurf for Flash Lite 1 (supported in many mobile phones that handles flash files) and for it I have these features planned:
1) a "choose from directory" instead of "pre-choosen" songs, allowing to conserve space.
2) high-score table
3) 3 difficulties
4) 2 different controls
5) powerups

if the creator of Audiosurf is interested in learning more about my concepts and ideas, send me an e-mail.

blue_h3x

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Re: AudioSurf for iPod, PSP, Mac, NDS, Xbox360, XBLA, Wii, etc
« Reply #110 on: March 10, 2010, 05:35:07 pm »
All I say: J2ME. Nowadays it is possible to create almost ANY game in J2ME.

I may try to create my own version of Audiosurf for Flash Lite 1 (supported in many mobile phones that handles flash files) and for it I have these features planned:
1) a "choose from directory" instead of "pre-choosen" songs, allowing to conserve space.
2) high-score table
3) 3 difficulties
4) 2 different controls
5) powerups

if the creator of Audiosurf is interested in learning more about my concepts and ideas, send me an e-mail.

You'd need to port the engine Q3D, which is closed source... so good luck with that
Austria is just like Yorkshire, but they have bigger hills.... oh and they have real snow too

tsukiyomaru0

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Re: AudioSurf for iPod, PSP, Mac, NDS, Xbox360, XBLA, Wii, etc
« Reply #111 on: March 10, 2010, 06:03:34 pm »
All I say: J2ME. Nowadays it is possible to create almost ANY game in J2ME.

I may try to create my own version of Audiosurf for Flash Lite 1 (supported in many mobile phones that handles flash files) and for it I have these features planned:
1) a "choose from directory" instead of "pre-choosen" songs, allowing to conserve space.
2) high-score table
3) 3 difficulties
4) 2 different controls
5) powerups

if the creator of Audiosurf is interested in learning more about my concepts and ideas, send me an e-mail.

You'd need to port the engine Q3D, which is closed source... so good luck with that

Healthy Wave source code.

Mincus

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Re: AudioSurf for iPod, PSP, Mac, NDS, Xbox360, XBLA, Wii, etc
« Reply #112 on: March 10, 2010, 10:14:17 pm »
All I say: J2ME. Nowadays it is possible to create almost ANY game in J2ME.

I may try to create my own version of Audiosurf for Flash Lite 1 (supported in many mobile phones that handles flash files) and for it I have these features planned:
1) a "choose from directory" instead of "pre-choosen" songs, allowing to conserve space.
2) high-score table
3) 3 difficulties
4) 2 different controls
5) powerups

if the creator of Audiosurf is interested in learning more about my concepts and ideas, send me an e-mail.

Managed code isn't a good idea for something like Audiosurf. It needs very fine precision for syncing the music to the track and persuading a Java VM (or .NET) to run well across multiple platforms would be a challenge (not impossible, but might involve getting creative.

Also managed code in general is a bad idea for games unless you know what you're doing. Unless you understand the garbage collector very thoroughly then you can accidentally end up causing it to fire every few render frames. This WILL cause significant frame drop and make a game unplayable. There's ways round it, but you have to have a solid grounding in when the garbage collector will fire, why it will fire and when (or if) to force it to fire to prevent these stutters.

Flash is just a waste of time and needs to be made illegal or something. It's taken the place Java was at in the 90s: Eats HUGE amounts of CPU time for doing very little, is hideously slow, bulky, unpleasant and to top it off it's currently one of the most insecure pieces of software on any system.

Mincus

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Re: AudioSurf for iPod, PSP, Mac, NDS, Xbox360, XBLA, Wii, etc
« Reply #113 on: March 11, 2010, 10:43:47 am »
I think Google are looking more in the direction of OGG. They recently bought the company that produced the latest version of the codec that OGG Theora was based on.
Their reasons for using h264 for youtube are that it's simply a better codec, which it is, it just has all the patent nonsense associated in parts of the globe with less sane laws. Apple obviously want h264 because they have some control over the patents iirc and they're control freaks.

What did come up recently and is quite interesting is an open source pure .NET based implementation of OGG/Theora designed as a silverlight/moonlight plugin that could theoretically act as a codec for the <video> tag.
Being .NET based it's multi-platform, provided you have silverlight or moonlight installed.
It's not ideal obviously, but it would pull IE into the 21st century kicking and screaming.

Details here: http://www.atoker.com/blog/2010/02/04/html5-theora-video-codec-for-silverlight/
Hasn't been any news for the past month unfortunately though.

I'm more interested in it for pulling out the innards and re-engineering an OGG player for OpenTK without relying on native libraries, but still, good stuff. :D

lavacano201014

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Re: AudioSurf for iPod, PSP, Mac, NDS, Xbox360, XBLA, Wii, etc
« Reply #114 on: March 12, 2010, 11:10:24 am »
an OGG player for OpenTK without relying on native libraries

This is why I <3 Python's standard libraries.

Code: [Select]
import Tkinter
Hello, UI on multiple platforms. How are you today?

Green = listening, red = surfing

Mincus

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Re: AudioSurf for iPod, PSP, Mac, NDS, Xbox360, XBLA, Wii, etc
« Reply #115 on: March 12, 2010, 11:48:15 am »
an OGG player for OpenTK without relying on native libraries

This is why I <3 Python's standard libraries.

Code: [Select]
import Tkinter
Hello, UI on multiple platforms. How are you today?

Ug,Tcl/Tk bindings. Try ugly UI on multiple platforms. ;)
Will have an extra layer under Windows as well, unless you put something like cygwin or mingw on the system and run python through that.

Still, is useful, if your users are willing to install python. Not many apps I'd be willing to install it for myself.

lavacano201014

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Re: AudioSurf for iPod, PSP, Mac, NDS, Xbox360, XBLA, Wii, etc
« Reply #116 on: March 12, 2010, 02:36:32 pm »
Ug,Tcl/Tk bindings. Try ugly UI on multiple platforms. ;)

So it's not shiny, boo hoo. It works.

Quote
Will have an extra layer under Windows as well, unless you put something like cygwin or mingw on the system and run python through that.

I assume you just wern't aware of this. Otherwise, good debate point there.

Green = listening, red = surfing

Loofiloo

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Re: AudioSurf for iPod, PSP, Mac, NDS, Xbox360, XBLA, Wii, etc
« Reply #117 on: March 12, 2010, 07:21:24 pm »
Man I haven't been here in a while.

I don't think anyone is talking about this anymore, but I really wish Audiosurf was out for the Mac. My mom has gotten really into the game on my computer, but she and my dad just have Macs at home. She's asked me a few times if the game would work on a Mac, or if they're going to make a Mac version, but I guess it's not so. At least not anytime soon.

It's actually pretty surprising how much my mom has gotten into it. She's normally not the slightest bit interested in video games, but she does really like a lot of music, so I guess this is a cool thing to her.

Of course she's not very good at it. :P She's still in the phase of playing Mono only, and still hitting several greys in any song. She's not even ready for ironmode yet. She's just blown away when I go through a song on ninja mono and never hit a grey, and get in the neighborhood of 100% of blocks hit
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tsukiyomaru0

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Re: AudioSurf for iPod, PSP, Mac, NDS, Xbox360, XBLA, Wii, etc
« Reply #118 on: March 14, 2010, 09:28:36 am »
Seems some people are very oblivious. GLU proved wrong by syncing MP3 and MIDI to notes in GH World Tour Mobile and GH5 Mobile and Flash Lite is a lighter version of the actual Flash. Flash Lite is made to run in mobile devices and all.

Is it hard to make a J2ME Audiosurf? Yes, it is.
Is it IMPOSSIBLE to make a J2ME Audiosurf? NO, it is not.

A guy made something called "Mobile Techno Destoryer" for J2ME, which is very light, uses MIDI's instruments and notes to generate blocks and you should evade those blocks. "Mobile Techno Destoryer" is simple-coded and even features a "3D" mode!

So if you want to demotivate, go demotivate someone else! But, if you want to motivate, the best way to motivate me is to hinting me on tutorials and such, O.K.?

Also, look around for new J2ME games before saying it has no potential.

EDIT: Correction on said game's name: Mobile Techno Destoryer
http://www.getjar.com/mobile/8432/mobile-techno-destoryer%28pre-alpha%29-for-nokia-6131/
« Last Edit: March 14, 2010, 09:34:03 am by tsukiyomaru0 »

Passerby

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Re: AudioSurf for iPod, PSP, Mac, NDS, Xbox360, XBLA, Wii, etc
« Reply #119 on: April 01, 2010, 08:50:52 pm »
the current game engine that audiosurf runs is windows and wont run on mac unless you use wine or a VM or duel boot the mac,

but dylan has talked about switching game engines once or twice and with him we usually never know till it;s done or needs us to beta test things