I'm a Computer Science & Game Design student developing 2 games over the course of 6 months. Both games were originally prototypes created for my various classes at Northeastern University - now I'm turning them into full games! Here in this dev blog I'll post updates on progress, challenges, design decisions, and anything else relating to development! Working with me on these projects is Ronny Mraz, Cheyenne Roberts, and Whizbang Studios.
Showing posts with label Chromacore. Show all posts
Showing posts with label Chromacore. Show all posts
Friday, January 31, 2014
Dev Blog 3 - 01/17/2014
Successfully implemented an OGG solution for PC, working on applying the same type of solution to Android. Haven’t heard from FMod. Ronny, Sean & I are doing preliminary research and discussion on implementing a solution to detect BPM and frequency of the MP3/OGG files. The method AudioListener.GetSpectrumData() looks promising. I will likely have Sean and Ronny work on implementing that, depending on how soon I can finish runtime imports of MP3/OGG files for all 3 platforms.
Labels:
2d,
Chromacore,
developer,
unity
Location:
Boston, MA, USA
Dev Blog 2 - 01/16/2014
After a lot of research on the Unity Forums and Unity Answers websites, I’ve learned a lot. First a foremost, I’ve learned that Unity doesn’t have a license to decode MP3 files for PC standalone builds, only for mobile iOS and Android. PC standalone builds can only take OGG, which is essentially a free version of MP3 (and it’s also just better, technically speaking) but not widely used. This makes things more difficult. I looked into a number of different solutions, all of which require money (not ideal). I could buy a Unity Pro license and write a Unity plug-in to convert an MP3 to OGG at runtime. I could buy an FMod Commercial license (an MP3 decoder) and use it to read and decode MP3 files for the PC platform. I could drop the PC platform entirely. I could drop the 2nd gameplay mode entirely. I could have the 2nd gameplay mode a mobile-exclusive feature. I could have the 2nd gameplay mode on mobile, and implement and OGG solution for PC and show PC users a little message saying “Hey sorry, but you’ll have to download Audacity, a free tool, and use it to convert your MP3 files to OGG to use this game mode”.
At the moment I am leaning towards implementing an OGG solution for PC and showing the apology message, or buying an FMod license. It’s $500 for a commercial license, free for non-commercial. I was given a tip by a fellow Unity developer - since Unity comes with FMod pre-packaged, and since I’m an indie developer, if I contact the nice people over at FMod I might get a license for cheap. I sent them an email, depending on the % discount I will be going with one of these 2 options. For now I’m working on an OGG solution.
At the moment I am leaning towards implementing an OGG solution for PC and showing the apology message, or buying an FMod license. It’s $500 for a commercial license, free for non-commercial. I was given a tip by a fellow Unity developer - since Unity comes with FMod pre-packaged, and since I’m an indie developer, if I contact the nice people over at FMod I might get a license for cheap. I sent them an email, depending on the % discount I will be going with one of these 2 options. For now I’m working on an OGG solution.
Labels:
2d,
Chromacore,
developer,
unity
Location:
Boston, MA, USA
Dev Blog 1 - 01/15/2014
Thus far the most difficult challenge has been finding a cross-platform solution to take player-provided MP3 files and working with them. So far I’ve implemented a file browser system and a way to download a given MP3 for Android using WWW. However, WWW is incompatible with Standalone Desktop PC builds, as well as iPhones. I am working with Sean and Ronny to come up think of a solution - it will likely have to be a multi-pronged process, each prong being platform specific.
Labels:
2d,
Chromacore,
developer,
unity
Location:
Boston, MA, USA
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