Audiosurf: Ride Your MusicAudiosurfFeature RequestsAudioSurf for iPod, PSP, Mac, NDS, Xbox360, XBLA, Wii, etc
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Ryan-C
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« Reply #180 on: March 08, 2010, 10:25:24 pm »

Well, now that Valve has confirmed that STEAM will be coming to the Mac in April (http://store.steampowered.com/news/3569/), this really opens the door wide for AudioSurf to come to Mac.  Grin

Not while it runs on Questviewer it doesn't.

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.
« Last Edit: March 08, 2010, 10:27:49 pm by Ryan-C » Logged
Mincus
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« Reply #181 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.  Undecided

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.
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Ryan-C
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« Reply #182 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.  Undecided

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 Grin), 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?  Grin
« Last Edit: March 08, 2010, 10:42:17 pm by Ryan-C » Logged
blue_h3x
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« Reply #183 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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« Reply #184 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.
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tsukiyomaru0
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« Reply #185 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.
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blue_h3x
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« Reply #186 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
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tsukiyomaru0
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« Reply #187 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.
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Mincus
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« Reply #188 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.
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blue_h3x
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« Reply #189 on: March 11, 2010, 02:01:09 am »

Flash is just a waste of time and needs to be made illegal or something.

+1

With HTML5, flash isn't even needs for videos either (though I wish they'd settle on a codec).
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Passerby
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« Reply #190 on: March 11, 2010, 04:15:31 am »

ya im hoping they do settle on ogg theora but i doubt that will happen because of apple, they will just throw a bunch of money at it to have it there way.
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blue_h3x
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« Reply #191 on: March 11, 2010, 05:51:20 am »

Mozilla refuses to back H.264 as other outfits can't afford the licence, though Google and Apple have spare money to throw (ofc no comment on IE though)
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Passerby
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« Reply #192 on: March 11, 2010, 06:19:20 am »

Mozilla refuses to back H.264 as other outfits can't afford the licence, though Google and Apple have spare money to throw (ofc no comment on IE though)

ya it is olny apple and google that want h.264 and FF and Opera want OGG theora and the whole open source community is pushing for OGG.

but i believe that it will end up as h.264 un less all of the open-source companies like Novell, Canonical, and red hat start throwing there funds into the issue.

and IE doesn't give a shit about standards i would prolly rather do a silver-light video player.
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blue_h3x
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« Reply #193 on: March 11, 2010, 06:49:31 am »

If it's a numbers game, then then FireFox and Opera users outweigh Safari and Chrome users, and such sites would choose the more widely used Ogg Theora. Though as Google has put youtube into h.264 they'll push it that way, tis rather bias though.
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Mincus
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« Reply #194 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. Cheesy
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