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1  Java Game APIs & Engines / Tools Discussion / Re: Abundant Music: An online procedural music generator on: 2013-09-13 19:52:57
Sorry for bumping, but can I ask if you still have the midi for generative song I?
It is lost Sad

I have made some improvements since last time:
  • Chromatic harmony phrases
  • More export options to better support import in other software
  • More melody and bass options
  • Custom harmonic rythms


If you have used the tool before, you might have to reset cache and local storage to get the export options. I'll add a button for this eventually Smiley
2  Java Game APIs & Engines / Tools Discussion / Re: Abundant Music: An online procedural music generator on: 2013-03-01 11:43:57
Some improvements:
* It is now possible to see the section names in the visualizer
* A new "Song Info" window that contains info about the structure and instruments in the current rendered song
* In modern browsers, compose and export midi works without logging in. The browser has to support workers, blob constructor, typed arrays and url construction (URL object). It works in new versions of Firefox and Chrome.
3  Java Game APIs & Engines / Tools Discussion / Re: Abundant Music: An online procedural music generator on: 2013-02-24 18:55:19
I didn't read the whole thread  Emo but from what I have read... this is amazing! The possible applications of something like this are limitless! Are there any future plans to make this into a library for games? If so, do you have anything worked up you would like tested? I would be very happy to try out some 'beta' code!

This is going to be a library some day. That was my main objective when I first got started with procedural music. I wanted to "solve" the music "problem" and make it reactive Wink. I'll tell you when I have some code to share.
4  Java Game APIs & Engines / Tools Discussion / Re: Abundant Music: An online procedural music generator on: 2013-02-24 08:31:49
Do you have any more feature requests for this?

I am currently working on better tutorials.
5  Discussions / General Discussions / Re: JDK: upcoming features on: 2013-02-21 21:13:50
Yeah, I think it's completely mental as well to want to use JS on the server, but this is more I think about people moving skills around than anything else.


It is very nice to be able to share code between server and client and use json "natively". Also, if you combine this with mongoDB, you get a very neat package.
Also, please check out the meteor framework for something really crazy using this combo. Made my jaw drop Smiley
6  Java Game APIs & Engines / Tools Discussion / Re: Abundant Music: An online procedural music generator on: 2013-02-21 04:47:38
Would someone be ableto get the same song out by 'reusing' the exact same parameters? Also, what's the liscence as far as usage goes?


The songs become public domain. You can use them for anything but you can't claim copyright. This might seem strange but the idea is that nobody should be able to use the seed "123" and then prevent anyone else from using that song/seed with their copyright.

These "terms of use" might radically change if I find some better solution.
7  Java Game APIs & Engines / Tools Discussion / Re: Abundant Music: An online procedural music generator on: 2013-02-20 16:45:47
The missing instruments seems to be solved. Darn linux flags... Wink
8  Java Game APIs & Engines / Tools Discussion / Re: Abundant Music: An online procedural music generator on: 2013-02-20 08:55:27
I added a very simple player for browsers that support web audio (only Chrome so far I think). It can only play with one crappy, procedural instrument so far and doesn't support percussion, but this will change. The idea is that you should eventually be able to create your own procedural instruments and export to wav on the client side.

Edit: The player now supports percussion and a few procedural instruments Smiley

Also, I made the "result link" open in a new tab/window, after UprightPath's suggestion. Thanks!
9  Java Game APIs & Engines / Tools Discussion / Re: Abundant Music: An online procedural music generator on: 2013-02-19 11:52:20
I panicked when you said 10 mins Tongue
I was looking for a "download" button, you may want to write on your tutorial on downloading, that or i skipped over it, i read through it fast.

Probably use this music in games I make Smiley

How long should the servers be up?

I will write this in tutorial 2. Good point!

I don't know how long the server will be online. It depends on the issues that pop up Smiley
10  Java Game APIs & Engines / Tools Discussion / Re: Abundant Music: An online procedural music generator on: 2013-02-19 11:43:06
Ohh, almost forgot... The mp3s/OGGs are only stored 10 minutes on the server so make sure that you download them Wink


Increased that to 20 minutes just now. It felt a bit short Smiley
11  Java Game APIs & Engines / Tools Discussion / Re: Abundant Music: An online procedural music generator on: 2013-02-19 11:40:43
Ohh, almost forgot... The mp3s/OGGs are only stored 10 minutes on the server so make sure that you download them Wink
12  Java Game APIs & Engines / Tools Discussion / Re: Abundant Music: An online procedural music generator on: 2013-02-19 11:37:26
oh god i think i fell in love with this. you did a awesome job!

Is there a way I can download the songs that are created?

Thanks!

The "result link" points to the generated song in the "Export" window.
13  Discussions / General Discussions / Re: How would you go about designing levels from set colours from a .png file ? on: 2013-02-19 11:31:17
You will feel limited when you want to add objects. Especially if you want to have parameterized objects in your map.
14  Java Game APIs & Engines / Tools Discussion / Some reasonable output from my generative music system, Online! on: 2013-02-19 10:40:55
The server is temporarily online!

Abundant Music

Some known issues:
  • Some mp3/ogg renders are missing instruments (they are available in the midi file so I blame the midi synth and the soundfonts Smiley ). Will look closer at this
  • The tutorials and "terms of use" are WIP

In this initial stage, I might have to take the server down due to crashes etc. but I'll do my best to keep it running when I'm awake Wink
15  Java Game APIs & Engines / Tools Discussion / Re: Some reasonable output from my generative music system on: 2013-02-15 18:23:05
The website is probably going online for a first test next week Smiley

I have ported the server to linux instead and feeling happy for that decision. Linux is much better and cooler for servers + it is cheaper Wink
16  Games Center / Featured Games / Re: Revenge of the Titans on: 2013-02-15 13:00:33
It is really cool that you have three games available from start in Steam for linux.

Congrats! Cheesy
17  Discussions / Miscellaneous Topics / Re: Umlaüts in gäme names? on: 2013-02-06 12:50:49
It is quite hilarious sometimes when they try to make names look more interesting that way. In Sweden, we also have Å (a circle above an 'a') which sounds like 'au' in 'augmented'.
In the stargate SG1 series, they added a circle above the 'a' in 'gate' which make the title sound like some funny dialect in Sweden (östgötska).

So, watch out for making your names sound really strange in other languages, even if it is just a decoration Smiley
18  Java Game APIs & Engines / Tools Discussion / Re: Some reasonable output from my generative music system on: 2013-02-03 13:57:27
The development is almost complete for a first test.
I used it for my music in LD25 (jam, link to post-jam version), and I found it quite sufficient. It will be available for the public during LD26 so I am discussing and thinking about server solutions at the moment Smiley

I also have a devlog at TIGSource now where I have posted some updates.
Summary of updates: Added custom harmonic rythms + optimization

I am looking forward to opening it up to the public and listen to the songs that you produce Cheesy
19  Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation on: 2013-01-26 10:03:37
60% funding after just 2 days, looks really promising Cheesy
20  Discussions / Miscellaneous Topics / Re: The Next Game Boss on: 2013-01-23 15:01:42
I think you are doing a great thing Eli!
I can imagine that this is a really fun and great learning experience.
21  Games Center / Featured Games / Re: State of Landscape on: 2013-01-23 14:55:47
Nice water shader!
It could be improved if you allow the specularity of the water to vary. Water gradually stops being a mirror when the angle increases. But then you might have to change the shader for rendering the terrain?
22  Games Center / WIP games, tools & toy projects / Re: Greenspace, a park or landscape design toy on: 2013-01-23 14:49:29
I like povray as well but I found it a bit tricky to use it as a sub-module for rendering things in windows. The runner (at that time) sometimes popped up an annoying dialog box.
I modified the code for it but then it is not ok to distribute it any longer according to the povray license.
23  Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation on: 2013-01-21 13:11:35
The website looks really great!
A small comment: A bit confusing that the "Contact" and "Forum" header links switch places when you click on "Forum".

I wish you good luck with the Kickstarter!
24  Java Game APIs & Engines / Java Sound & OpenAL / Re: Encode sound effects in a midi soundbank? on: 2013-01-20 21:19:07
Some more ideas of things you can do with midi/gervill with sfxs:
* doppler shift with pitch bend
* positioning with balance
* attenuation with volume
* environment effects with chorus, reverb and lp filter freq/bandwidth

If you have a channel for each sound source and manage/prioritize these depending on context, it should be a pretty straightforward coding adventure Smiley

Gervill has also an implementation of key-based tuning, which you can use (see the demos). It also has a bunch of different chorus and reverb filters that you can change with some fancy midi messages.

25  Game Development / Newbie & Debugging Questions / Re: Quality of Box2D? on: 2013-01-19 08:48:19
Box2D is of high quality but there are many ports out there of old and alpha versions of it which degrades its reputation.
I think that you can increase the quality of collision detection for fast moving objects like bullets to deal with tunneling more robustly.
26  Games Center / WIP games, tools & toy projects / Re: Greenspace, a park or landscape design toy on: 2013-01-17 19:58:15
It seems like you're converging to Java-like syntax.

Maybe you can use Janino as a runtime compiler.

This is exactly how I did with my L-system(s) Smiley. It works very well.
27  Games Center / WIP games, tools & toy projects / Re: Greenspace, a park or landscape design toy on: 2013-01-16 20:55:39
This book about plants/flowers and L-systems is really great:
http://algorithmicbotany.org/papers/#abop

I read that before I implemented my own L-system(s)
28  Game Development / Newbie & Debugging Questions / Re: Tiled Level Collision Help on: 2013-01-15 20:52:40
Is the player a point or has it some width or height? If it is a point then you can just ignore the minX, minY etc and just use playerX and playerY instead.

Is the player supposed to move in steps of whole cells or can it move a fraction of a cell? If it can just move in whole grid cells you can just perform a simple array[playerY][playerX] (with bounds checking). If it can move within fractions of cells, the player can overlap several cells at the same time. You need to check what cells that the player overlaps and then you need to know the size of the cells.

Here is some code where I assume that the level starts at position (0, 0) and the player position is at center of the player rectangle.
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int startCellX = (int) Math.floor((playerX - playerWidth * 0.5) / cellWidth);
int startCellY = (int) Math.floor((playerY - playerHeight * 0.5) / cellHeight);
int endCellX = (int) Math.ceil((playerX + playerWidth * 0.5) / cellWidth);
int endCellY = (int) Math.ceil((playerY + playerHeight * 0.5) / cellHeight);

for (int i=startCellX; i<=endCellX; i++) {
  for (int j=startCellY; j<=endCellY; j++) {
    // Check if level1[j][i] is occupied here, if so, the player intersects something
 }
}


You also have to add some checks for not referencing something outside the array.
29  Game Development / Newbie & Debugging Questions / Re: Tiled Level Collision Help on: 2013-01-15 19:17:57
You don't need to specify rectangles for each cell. You just need to know the total grid size, it's start position and the number of cells in each direction. Then you can calculate all the rectangles with some very simple math.
30  Game Development / Newbie & Debugging Questions / Re: Tiled Level Collision Help on: 2013-01-15 19:15:10
If you assume that the player is a rectangle, it is pretty easy to check collisions within a grid. Just get the grid index from the (minX, minY) and (maxX, maxY) points for the player and iterate over those cells to check if they are occupied in your tile map.

Also, when the player moves you also want to perform several checks that the player doesn't move into an occupied cell in the next tick.
Also, if you allow diagonal movement, you would like to know if the player can move in one direction (either x or y) only to avoid that it just stops when diagonally moving into a wall.
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