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PostPosted: Sat Dec 12, 2009 12:23 am 
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Yeah so I'm making a game for iPhone/iPod Touch and hopefully it won't strawberry floating suck.

May 09: The original Beatship
Just the portfolio item. Background for those that don't know what it is.

October 09: Resurrection
(Premature) announcement that I was going to work on Beatship iPhone.

December 09: Beatshupdate #1
Progress report, and first development screenshot:
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PostPosted: Tue Dec 22, 2009 4:09 pm 
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BUT WHEN WILL I BE ABLE TO BUY IT ANEURIN

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PostPosted: Tue Dec 22, 2009 4:27 pm 
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In the credits of Bowling for Columbine is some guy (girl?) called Aneurin. Trufax.

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PostPosted: Tue Dec 22, 2009 6:19 pm 
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Christmastype wrote:
BUT WHEN WILL I BE ABLE TO BUY IT ANEURIN


Not for a long strawberry floating time unless someone writes me a Fourier transformer

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PostPosted: Mon Mar 01, 2010 2:53 pm 
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Juvenile Scene Detective wrote:
Christmastype wrote:
BUT WHEN WILL I BE ABLE TO BUY IT ANEURIN


Not for a long strawberry floating time unless someone writes me a Fourier transformer

What does it do, exactly?


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PostPosted: Wed Mar 03, 2010 3:54 pm 
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I needed one to timestretch-pitchshift audio on the fly, but I've since decided it's not realistic.

I've made reasonable progress with the rest of the game, but I haven't the motivation right now to pursue it and paid work is taking up a lot of my time :(

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PostPosted: Fri Apr 02, 2010 8:38 pm 
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I don't understand the math, I'm afraid.

But what I meant to suggest was creating a lookup array of the values you needed on a system where the fourier transformers were available, saving the values out in a data file, and loading those on systems where the transforms aren't available.

I know programmers have occasionally done something similar with functions like Sin and Cos on slow systems, because looking up a value from an array is a lot quicker than having the systems actively try and calculate Sin and Cos. (as well as potentially more accurate, since the values can be calculated on a faster, more accurate system)


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PostPosted: Sat Apr 03, 2010 2:34 pm 
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I'm not sure how that's meant to be workable with an audio stream, unless you're suggesting re-recording every stream at increments of 0.01bpm all the way from 60bpm up to 200. I hear Apple are bringing out a new iPhone with 5TB of memory though so I'll wait and see :)

Seriously: I'm not going down that road now, it's genuinely too complex for me to understand (never mind implement) and there's no way it's going to work on a device with as limited power as the iPhone. The closest similar product I can think of is Celemony's Melodyne and that's RIDICULOUSLY INTENSE. I was being way too ambitious with the idea.

I've scaled back the concept to resemble my Flash exhibition demo in terms of gameplay, which is less complex technically and actually achievable (I think). I hope to finish development some time in the next month, as I'm pouring weekend free time into Beatship now that I have a proper job that only requires me to work weekdays.

I've done some work on Beatship since yesterday, and it's growing very quickly from a torn-down framework into a functional game engine (it helps that I already developed this system three times over for the original Flash game, so I know what to do and what I can do this time to improve it, especially with freer processing resources and a fixed resolution).

That said, despite my optimism I have however stopped bothered to update the development blog because there's a reasonable chance I may never finish Beatship. If it's not ready to launch by the time I have to renew my developer license (some time in September) then depending on its state of completion I may never launch it at all. We'll just have to see whether I get enough done soon to commit to getting it out there.

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PostPosted: Mon Apr 05, 2010 11:10 am 
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Juvenile Scene Detective wrote:
I'm not sure how that's meant to be workable with an audio stream, unless you're suggesting re-recording every stream at increments of 0.01bpm all the way from 60bpm up to 200. I hear Apple are bringing out a new iPhone with 5TB of memory though so I'll wait and see :)

Seriously: I'm not going down that road now, it's genuinely too complex for me to understand (never mind implement) and there's no way it's going to work on a device with as limited power as the iPhone. The closest similar product I can think of is Celemony's Melodyne and that's RIDICULOUSLY INTENSE. I was being way too ambitious with the idea.

I've scaled back the concept to resemble my Flash exhibition demo in terms of gameplay, which is less complex technically and actually achievable (I think). I hope to finish development some time in the next month, as I'm pouring weekend free time into Beatship now that I have a proper job that only requires me to work weekdays.

I've done some work on Beatship since yesterday, and it's growing very quickly from a torn-down framework into a functional game engine (it helps that I already developed this system three times over for the original Flash game, so I know what to do and what I can do this time to improve it, especially with freer processing resources and a fixed resolution).

That said, despite my optimism I have however stopped bothered to update the development blog because there's a reasonable chance I may never finish Beatship. If it's not ready to launch by the time I have to renew my developer license (some time in September) then depending on its state of completion I may never launch it at all. We'll just have to see whether I get enough done soon to commit to getting it out there.

Does it have to be a full audio stream, though? Something like this seems like generating the audio may be the way to go?

Obviously, without any real knowledge of Beatship or the iPhone, I'm pretty much just stabbing at the dark. Like I said, the maths is beyond me, and I'm not entirely sure what it does or what you were attempting to achieve with the idea, so whether it's even remotely useful is pretty much going to be pure luck.

http://en.wikipedia.org/wiki/Lookup_table


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PostPosted: Mon Apr 05, 2010 10:17 pm 
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AKA: á / GDMFSOB
You can't timestretch and pitchshift with a lookup table... you can rearrange elements sure, but actually transforming the audio wouldn't be possible. Or at least it isn't feasible for me to spend a year developing something like that for this one purpose.

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PostPosted: Sun Dec 19, 2010 11:58 am 
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Did this ever come out for the iPhone?

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PostPosted: Sun Dec 19, 2010 12:55 pm 
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No I completely lost interest/motivation. I've tried to restart the project in SFML for desktop, but I still just can't be arsed so I think it's better to leave it. I don't love this enough to give up a lot of my time for it. Sad reality is sad :<

Edit: but I'm flattered that someone remembered it, lol

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PostPosted: Mon Dec 20, 2010 10:19 am 
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That's a shame. Oh well, if you lost the passion for it then fair enough. Hopefully you'll push on with other projects.

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