Author Topic: AudioSurf for iPod, PSP, Mac, NDS, Xbox360, XBLA, Wii, etc  (Read 96519 times)

lavacano201014

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Re: AudioSurf for iPod, PSP, Mac, NDS, Xbox360, XBLA, Wii, etc
« Reply #165 on: December 25, 2010, 11:20:24 pm »
Oh, and Hästür, you can have your Xbox access your PC's music if you have WMP running. And WMP, while it isn't great, isn't anywhere NEAR as bad as iTunes, so...

Or the Zune software. Not even running.

By that logic WMP could do it without running, seeing as the Zune software appears to be just a glorified WMP skin. Not that there's anything wrong with WMP skins, just saying that WMP in theory can do this as well.

I wouldn't know, my 360 died so I can't actually test this theory.

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Sensei Le Roof

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Re: AudioSurf for iPod, PSP, Mac, NDS, Xbox360, XBLA, Wii, etc
« Reply #166 on: December 26, 2010, 10:16:52 am »
Oh, and Hästür, you can have your Xbox access your PC's music if you have WMP running. And WMP, while it isn't great, isn't anywhere NEAR as bad as iTunes, so...

Or the Zune software. Not even running.

By that logic WMP could do it without running, seeing as the Zune software appears to be just a glorified WMP skin. Not that there's anything wrong with WMP skins, just saying that WMP in theory can do this as well.

I wouldn't know, my 360 died so I can't actually test this theory.

Not theory. It's how I watch my video files while Net surfing.

Logger

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Re: AudioSurf for iPod, PSP, Mac, NDS, Xbox360, XBLA, Wii, etc
« Reply #167 on: January 06, 2011, 05:38:54 pm »
Now with the new Apple App Store, any chances of Audiosurf popping up there?

Passerby

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Re: AudioSurf for iPod, PSP, Mac, NDS, Xbox360, XBLA, Wii, etc
« Reply #168 on: January 06, 2011, 05:51:29 pm »
Now with the new Apple App Store, any chances of Audiosurf popping up there?

you could just read the topic you posted in.

the current game engine will never support mac so it dosnt matter that mac has steam and now a messed up stripped down package manger that cost money to get crap from.

and i dont think it is at the top of anyone list to support mac.


blue_h3x

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Re: AudioSurf for iPod, PSP, Mac, NDS, Xbox360, XBLA, Wii, etc
« Reply #169 on: January 07, 2011, 03:41:35 am »
Now with the new Apple App Store, any chances of Audiosurf popping up there?

you could just read the topic you posted in.

the current game engine will never support mac so it dosnt matter that mac has steam and now a messed up stripped down package manger that cost money to get crap from.

and i dont think it is at the top of anyone list to support mac.



That and the so called mac app store will soak up 30% of all profits, which any dev really wants anyway....
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Mincus

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Re: AudioSurf for iPod, PSP, Mac, NDS, Xbox360, XBLA, Wii, etc
« Reply #170 on: January 07, 2011, 07:36:27 am »
That and the so called mac app store will soak up 30% of all profits, which any dev really wants anyway....

Tbf, they do offer all the hosting costs and much of the distribution for this cut. Although it is still significant.
The more pressing issue is that it has the same ridiculous restrictions that the iOS app store has, which means no 3rd party APIs. Which means no Steam games advertised through it, as an example.

On a phone, it's possible to get away with this to some extent. On a computer? Not so much. Got a media player that uses ffmpeg instead of Apple's Quicktime API? Can't use the app store to distribute it. Using an open source library for keeping your data files zipped up to keep them small? Can't use the app store. Using Chromium as an internal web browser? Can't use the app store.

Apple does offer its own APIs for some of these things (Quicktime for media, although obviously with the same restrictions as iTunes, that is no FLAC or OGG for instance -- Safari for browsing) but once again it's "do it Apple's way or get lost."

It also doesn't allow 'demo' versions of software for some reason, which seems bloody stupid to me. Much rather test a piece of software than just buy it outright (and the app store framework provides a good way to manage temporary installs etc).

blue_h3x

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Re: AudioSurf for iPod, PSP, Mac, NDS, Xbox360, XBLA, Wii, etc
« Reply #171 on: January 08, 2011, 04:08:41 am »
Tbf, they do offer all the hosting costs and much of the distribution for this cut. Although it is still significant.

For an app, say 10meg (is that reasonable? never used any), at £3.99.
That works out to be £1.20 for 'hosting and bandwidth' per sale, and anyone who knows about hosting can tell you that's more than an extortionate price. The bandwidth alone would cost less than £0.008 on expensive wholesale T1 connections.

On a phone, it's possible to get away with this to some extent. On a computer? Not so much. Got a media player that uses ffmpeg instead of Apple's Quicktime API? Can't use the app store to distribute it. Using an open source library for keeping your data files zipped up to keep them small? Can't use the app store. Using Chromium as an internal web browser? Can't use the app store.

People complained when MS shipped Win with IE...... Apple is worse, they actively prevent you from installing 3rd party stuff. At least MS allows you to use what ever you want on Win.
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Passerby

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Re: AudioSurf for iPod, PSP, Mac, NDS, Xbox360, XBLA, Wii, etc
« Reply #172 on: January 08, 2011, 08:56:08 am »
also bandwidth costs, are pretty messed up since depending on your licensing it is pretty easy to find free hosting for projects.

*cough*sourceforge*cough*openbuildservice*cough* and the list goes on.

and the API thing is just messed up like not being able to use ffmpeg as a api because there is quicktime well last time i checked ffmepg supports way more codecs so it is different and needed than quicktime and the same for itunes which can olny encode/decode apple formats, wav and mp3.

Arathalya

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Re: AudioSurf for iPod, PSP, Mac, NDS, Xbox360, XBLA, Wii, etc
« Reply #173 on: January 08, 2011, 04:42:54 pm »
I'm not a retard about this subject, but I'm no expert either so I'm sure someone will reply with something to make my comment worthless and noobish.  Here goes...

I'm not complaining or whining why they haven't developed this to run on mac, iphone, android or other.  I'm also not expecting that this comment sway anyone into making it happen or whatnot.  I understand that the current game engine isn't transferable.  I'm just stating that the market for games on mobile devices is huge.  If a guy can make a game about throwing birds at pigs, and make $30 mil or more out of it, I can only imagine what kind of impact Audiosurf would have.  As a developer, a customer and a fan, I think it would be worth it.  I'm not saying money is everything... but this and the numerous other posts and topics about this show that there is more than a little demand out there.  If a total rewrite is what it took...  Hell I'd do it if I had the resources. 

As far as devices being able to handle it, I know the iPhone could.  I can't speak much of android because my last phone was an android and it couldn't even handle starting up. 

The 30% you lose sucks, true.  And I can see that if they had the means to do it, and the want 100% would look greater than 70.  I guess to me 70% is better than nothing at all.  Then again, this game is already out and successful, just not where everyone wants it. 

Hope my 2 cents isn't out of line.

chimaeraUndying

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Re: AudioSurf for iPod, PSP, Mac, NDS, Xbox360, XBLA, Wii, etc
« Reply #174 on: January 09, 2011, 05:56:15 am »
As far as devices being able to handle it, I know the iPhone could.  I can't speak much of android because my last phone was an android and it couldn't even handle starting up. 

Given that like 70% of all Android phones have better specs than the iPhone, a rewritten version could probably run on those if it could run on the iPhone (presuming that the engine doesn't radically change.)

blue_h3x

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Re: AudioSurf for iPod, PSP, Mac, NDS, Xbox360, XBLA, Wii, etc
« Reply #175 on: January 09, 2011, 06:28:42 am »
As far as devices being able to handle it, I know the iPhone could.  I can't speak much of android because my last phone was an android and it couldn't even handle starting up. 

Given that like 70% of all Android phones have better specs than the iPhone, a rewritten version could probably run on those if it could run on the iPhone (presuming that the engine doesn't radically change.)

And they can multitask, of wait, ifoons can too, but it took them 4 attempts to get that working.
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dragnos2

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Re: Audio Surf for iPod
« Reply #176 on: January 11, 2011, 12:28:25 am »
I HIGHLY doubt that this would happen. An iPod just cant handle it.

The 4th gen ipods can now handle the unreal 3 engine. look up Infinity Blade for proof of this.

I would pay $20 for audiosurf on the ipod.

rooster_

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Re: AudioSurf for iPod, PSP, Mac, NDS, Xbox360, XBLA, Wii, etc
« Reply #177 on: January 18, 2011, 01:44:17 am »
i have been playing this game on my netbook. I would love to see how this game looks with all the fancy special effects.

requesting an xbla version. It would be neat if it was mingled into the Zune software. Maybe eventually Microsoft will include downloading music with the Zune Pass and thus Audio-surf those song files.

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Re: AudioSurf for iPod, PSP, Mac, NDS, Xbox360, XBLA, Wii, etc
« Reply #178 on: February 19, 2011, 06:55:07 pm »
if it were on the wii.... ill be always playing it!!!! i ment... look!! i can move my ship with my controller n u no!!! :P but.. i imaginte it will be out in some parts of US 1 or 2 years after is realized... :/
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ooshna

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Re: AudioSurf for iPod, PSP, Mac, NDS, Xbox360, XBLA, Wii, etc
« Reply #179 on: March 12, 2011, 11:34:45 pm »
Umm I'm not sure if anyone knows this but they have audiosurf for the Zune HD its a stripped down version but it is great.  I use my zune for that more than anything else.  In fact thats why I'm here