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361
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Player / General / Re: Things that Rock
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on: August 04, 2012, 07:23:57 PM
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Finally! compile.HXML wouldn't accept -as3 as3_src and it took until I accidentally booted the command prompt. Almost looks like it requires yet another set of *.AS files to transcript the converted code.
E: Aaaaaaand it failed. I'm sticking back to *.ORG, where the file sizes are even smaller.
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369
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Developer / Design / Re: Arcade Machine Games
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on: August 02, 2012, 06:42:26 AM
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Now you got me piqued at this. I'd recommend booting up MAME, trying out a few games to see what makes them fun. As of now, I just have some older shmups like 1942 and Alcon/Slap Fight, and what makes them fun? The sense of accomplishment. The inverse of this is the Japanese shmup or the Bullet Hell style.
In other words, it needs to be easy enough progress can be made, yet splash a bit of difficulty in it. The linked game lacked it. Controls weren't very responsive and it's not easy to get overrun if you know what you're doing. A typical playthrough for a new person should last for thirty seconds most, gradually increasing in five/ten second increments after each play.
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376
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Developer / Technical / Re: Alternatives to *.MP3?
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on: July 29, 2012, 08:48:36 PM
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Game_Music_Emu is a nice embeddable player for video game music formats (.nsf, .vgm, .spc, .etc). Unfortunately it's a C/C++ library, but you could always port it! (it's only 21,500 lines; could bang it out in a weekend) I've been looking into this, too, but I'm not exactly skilled enough to port a large library as such. P1xl's NSF Player would do the job, but reading a bit more into it tells me that Adobe Alchemy was used for it. In other words, I'd just use the NSF player library along with Alchemy to gain the desired effect.
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377
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Developer / Technical / Re: Alternatives to *.MP3?
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on: July 29, 2012, 07:41:28 PM
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I don't know anything about the size. I just assumed Player 3 knew what he walk talking about.
Ogg is higher quality though.
And *.OGG Vorbis is of smaller file size. I've run experiments before just regarding file size, but I'm also looking for a matching style of format between demoscene crap to legit hardware emulation. Bang for buck. *.ORG is smallest, with tens of kilobytes for a lengthy song. *.WAVs are ungodly large and uncompressed. They are raw data, purely, and very small samples go along with the *.ORG player, rendering every Organya sample a total of 422KB. This has a chance of being cut down even further with even further tweaking. *.NSF would be my preferred format, with even smaller file sizes to tens of kilobytes just for an entire soundtrack (unlike per song with Organya), would fit the theme of the game a bit better, and can be easy to produce with FamiTracker. Sadly, there isn't an available *.NSF player for Flash.
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378
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Developer / Technical / Alternatives to *.MP3?
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on: July 29, 2012, 07:21:27 PM
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Not exactly just concerned about file size, I'm curious as what else I could use besides *.MP3 for any audio. What I do know about (and debating) are:
- Organya - Cave Story music format. Akin to the *.MID.
- Flod - Supports *.MOD, but requires a $5 commercial license for what I need.
- SiON - Pure synth. Looks a little bloated for a small game, yet feature-packed.
- Ogg Vorbis - Nice, but as well, the files themselves would be larger than preferred.
- AS3 VGM Player - Using the VGM Maker tracker, I can use Genesis/Mega Drive music.
- Sound effects are done through AS3SFXR.
Any sort of accessible and commercial-use player for *.MOD or *.NSF ( One lives, but is not usable for games.) would be quite nice. What would be recommended?
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