About Monkey 2 › Forums › Monkey 2 Development › audio
This topic contains 42 replies, has 7 voices, and was last updated by
EdzUp
2 years, 2 months ago.
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January 22, 2017 at 4:47 pm #6733
Yea pink clouds sound very interesting.
January 24, 2017 at 4:03 am #6774dump, layers of dynamic/static/kinematic objects and stuff (for OS X). Input: esc. Image
I was watching the news, it’s supposed to be messed up. Hey Jesse, pink clouds!
[hint: Thimbleweed Par?]
January 24, 2017 at 4:46 am #6775If you are trying to be politically correct, that train is a wreck and that is its pink colored smoke coming down. If you know what I mean.
LOOOOOOOOOL. And that end-tune, well…
January 24, 2017 at 2:08 pm #6796The idea was to mix pink clouds with news about trump.
As a president he has a higher position. The pink clouds represent how our climate is threatend and how he reaches out for, let’s say love. If I hadn’t run out of time, there would have been earth in the middle below, with few white clouds turning into many pink ones (got the globe almost finished). The broken train represents the trump train. The longer it rolls, the more it was supposed to fall to pieces (structure, engine’s smoke) but it needed more iterations to tweak it nice, so i reduced it to the static behaviour. The trail should be insecure. I exchanged buttholes for nozzles for a less explicit scene. I also wanted it to look simple and friendly. Ideally the clouds would be linked more to the music (The Will To Death, no time for my own). Not to mention the things you could do with a serious sound engine.
Smoke of the train would have worked as well but I was focused on clouds.
Anyway I like it. Part of the fun of doing these tryouts is having a limited amount of time (when there is some), starting with a rough idea (to test something) and then just let yourself go. It’s more fun than making a game jam because you get bored if a game idea doesn’t click or when you realise that it needs a lot more time to do it right.
So, what are you monkey2 using for?
January 24, 2017 at 11:15 pm #6801Hahaha! Right on target!
I am not really into politics and not even going to post my stance on the president and the would have been. it’s humorously in masochistic kind of way where the world is headed. No matter who would have won.
I am working on a classic 80’s flashback game sort of. it’s a spinoff of one of my favorites from the 80’s and others. I don’t know when I will be done. I haven’t really spent much time programming probably done about 6 hrs in the last two months. Family life, lack of interest in programming and personal difficulties have gotten on the way. hopefully I can get back to normal soon.
January 25, 2017 at 10:57 am #6809Video games were still young and fresh in the 80s whilst maturing throughout the decade a lot. The dusk of the VCS2600, the C64, the Amiga and the Arcades offered a wide variety of great and new games. A golden era for video games, until the 90s introduced visually compelling mainstream 3d and changed the rules. Good luck for getting back on track.
January 26, 2017 at 10:49 am #6821loop, testing level structures with sensors (for OS X). Input: esc,f,space. Image
This one is passive but active.
[hint: Marc ten Bosch’s Miegak?re]
January 30, 2017 at 8:31 pm #6870liane, yesterday in the jungle park (for OS X). Input: esc,f,space. Image
Sometimes parents push their kids just a little bit too much.
[hint: Sam & Max Hit the Roa?]
February 4, 2017 at 8:41 pm #6948Im with Mark on this one, actually using OpenAL is a good choice to get some audio capabilities in there as its quite easy to use. If at a later date Mark wants to swap it out for something more meaty or add to it then the option is there also.
OpenAL can actually do quite a lot of things some of which I added to my Ultim C++ engine through the ages like audio recording and mixing etc, it would be nice to see these sort of things actually make it into MonkeyX2.
February 6, 2017 at 8:45 am #6969As far as i know, OpenAL also can crash, can cause issues in 3D mode, no tracker support, no reasonable mixing and effects, no support for higher audio concepts and it’s not in active development since years. Due to this and because fmod/wwise introduced indie friendly licences, devs don’t use it anymore (except they only need very basic audio support).
February 6, 2017 at 8:52 am #69701) I’ve never had it crash in all the years I’ve been using it.
2) As for tracker support I haven’t used it.
3) it’s a basic system which can be added to as time goes on, yes it’s no longer in development and hasn’t been for ages now but it does the basics.
Fmod has changed licencing over the years and is indie friendly BUT iirc mark had issues with licencing in the past as programming languages are a grey area.
February 6, 2017 at 9:09 am #6971I used OpenAL for some work many years ago and as soon as things got more complex and/or audio input was involved, it caused problems with no one being in charge. With fmod everything just worked out fine and you got tons of cool new options which make a huge difference on top. It’s a completely different thing. One world is limited and cumbersome, the other one is more working and fun. Mark should integrate fmod/wwise and keep the old stuff, so it’s up to you to decide which audio experience you want, if you can deal with the licence or prefer to go with the limitations the available options offer.
A.o. Unity is powered by fmod, so users get it sort of for free. Mark could talk to the fmod/wwise people. If not, it should be down to the licences they already offer.
February 6, 2017 at 2:55 pm #6972yeah I agree fmod would be a nice addition to the mix and would bring it on par with blitz3d for audio capabilities which would be nice.
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