Skip to main content

User login

What is OpenID?
  • Log in using OpenID
  • Cancel OpenID login
  • Create new account
  • Request new password
Register
  • Home
  • Browse
    • 2D Art
    • 3D Art
    • Concept Art
    • Textures
    • Music
    • Sound Effects
    • Documents
    • Featured Tutorials
  • Submit Art
  • Collect
    • My Collections
    • Art Collections
  • Forums
  • FAQ
  • Leaderboards
    • All Time
      • Total Points
      • Comments
      • Favorites (All)
      • Favorites (2D)
      • Favorites (3D)
      • Favorites (Concept Art)
      • Favorites (Music)
      • Favorites (Sound)
      • Favorites (Textures)
    • Weekly
      • Total Points
      • Comments
      • Favorites (All)
      • Favorites (2D)
      • Favorites (3D)
      • Favorites (Concept Art)
      • Favorites (Music)
      • Favorites (Sound)
      • Favorites (Textures)
  • ❤ Donate

Primary tabs

  • View
  • Collections
  • Comments(active tab)
  • Followers
  • Friends
  • Favorites
Antifarea is Charles Gabriel.
Wednesday, July 24, 2013 - 08:12

Antifarea is Charles Gabriel. :)

AS3 is a bit out of my area
Tuesday, July 23, 2013 - 13:54

AS3 is a bit out of my area of expertise, since I've never worked with it, but here's how I would go about it:

First off, apparently there's an alpha quality midi loader on google code under the MIT license:

http://code.google.com/p/as3midilib/

Grab the code to that.

Then, write a few simple synths (white noise, square, triangle, saw, etc) and associate them with whatever midi channels you want (obviously you're not going to want to write synths for every single standard midi instrument, because that would take forever).

I've never written a music synth before, but I'd try something like this:

  • At the beginning of the main loop, check the current time and compare it to the previous time.
  • If a note should have played in that timeframe, synthesize that note as raw sound and begin playing it. 
  • If this makes things too choppy, you might want to make a separate thread that you can call to synthesize your notes a second or so before it's time to play them.
  • If memory usage isn't an issue, you could synthesize the entire song before the actual game stars playing it, and then just play the entire raw sound in the background.  This may be 10 to 50 megs per song, though, since it's uncompressed sound data.

That's about it.  If you need anything clarified, let me know.

Bart

Awesome! :)
Tuesday, July 23, 2013 - 09:16

Awesome! :)

Wow, those are surreal.  I
Tuesday, July 23, 2013 - 09:16

Wow, those are surreal.  I second riidom's question :)

It's hard to say, really.
Sunday, July 21, 2013 - 11:57

It's hard to say, really.

One of the things I'm planning to add is a way for people to list their game on an art page when they use a particular piece of art, so we can see where all it's being used.

I don't necessarily have an
Friday, July 19, 2013 - 09:09

I don't necessarily have an issue with a subscription model as long as you're providing value and people who stop subscribing don't lose access to the software that they've already paid for.  (It's worth noting that a program can be both free software and subscription based.)

That being said, I'm not a fan of the idea of software as a service.  Microsoft and Adobe are doing it this way, I think, because they can see the writing on the wall.  With each successive release of Office, Microsoft provides less value -- in fact, Office 2000 is still a perfectly reasonable piece of software that does what most people need even now.  The only way for them to get people to keep giving them money is to go to a rental model and take away access to their software when people stop paying them.

I would tend to agree with
Friday, July 19, 2013 - 08:23

I would tend to agree with that.

Honestly, in comparison to the major mods that have come out, Mojang's updates to minecraft have been pretty underwhelming.  The big thing about this latest update was horses, and modders have had horses for ages now.

I think part of the problem is that they may be focused on Xbox Live, which IMO has been nothing but a drain on the PC gaming scene.

I could see these being used
Friday, July 19, 2013 - 08:11

I could see these being used to construct platformer levels, too.

@Sharm:
Friday, July 19, 2013 - 07:40

@Sharm:

As for minecraft resources, what I've seen of that reminds me a lot of how ridiculously petty and self righteous people who rip and edit sprites from professional games can be.  I avoid them both for that reason.  Too much drama!

Oh man.  Yeah, it's unbelievable how many people I've seen demanding that people ask permission to use "their" (unauthorized) sprite rips. 

@Duion

The thing is a modder donates his work to improve the main game without getting paid and the owner of the main game profits from it, but at the same time does not support or care about the modders and when they decide to make a part  two of the game the old mod has become completely useless, so the modder would have to buy part two of the game and start again with his work, this continues all the time.

I don't think that's entirely fair.  Quake and its sequels are some of the most modded games in history, and although the latest version of the engine is usually proprietary, they always GPL their code rather than abandoning modders.  The Quake 2 engine, for instance, is used all over the place now.

a few
Thursday, July 18, 2013 - 18:47

a few

Yeah, just a few. :)

Awesome work, guys :)

Pages

  • « first
  • ‹ previous
  • …
  • 41
  • 42
  • 43
  • 44
  • 45
  • 46
  • 47
  • 48
  • 49
  • …
  • next ›
  • last »