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Forum › Project Guidance & Game development
Isle of Maniax
Quirby64 Sat Nov 15, 2014 8:45 pm
Hollly nerp, Raicng has been one of my fav genres of all time. Thank you kind sir for making this happen, even though I can't play it yet :lol:
I made some Peel Cars to work with the "Isle of Man" theme. If I'm right, they were the only car maker there, so I thought it worked perfectly. :P
(From Left to Right : Motorcycle, P50, Trident, Viking Sport)
EDIT : I mean, they'd make good traffic .o.
I made some Peel Cars to work with the "Isle of Man" theme. If I'm right, they were the only car maker there, so I thought it worked perfectly. :P
(From Left to Right : Motorcycle, P50, Trident, Viking Sport)
EDIT : I mean, they'd make good traffic .o.
Attachments: IOMCars.png
jonnection Mon Nov 17, 2014 7:17 am
Lol ! Nice idea ! Also, thanks for the tip on Peel cars, I never knew the funny buggers originated from Isle of Man

Actually... I could make a Peel car a special achievement bonus... :D

Actually... I could make a Peel car a special achievement bonus... :D
erico Wed Nov 19, 2014 4:50 pm
Inspiration for music for your game... Lazerhawk OVERDRIVE.
Can´t be anything short then that! ;)
http://lazerhawk.bandcamp.com/track/overdrive
Can´t be anything short then that! ;)
http://lazerhawk.bandcamp.com/track/overdrive
jonnection Fri Nov 21, 2014 8:34 am
Heh, Erico... you reading my mind or what ?
Because I was just about to put up a new video here.
I'm working on a program I call Rbtracker. The goal is to bring music to my games. It is a very optimized tracker that aims for minimal cpu overhead on the Gamebuino. I've written all the algorithms from scratch.
It works in a different way to the Gamebuino sound library. I still haven't ported the code to the atmega, but since all the algorithms are based on what I have already tried on the Fakebuino, I am confident I'll be able to pull it off. There are no divides or other cpu-consuming math operations. Its all precalculated tables and bitshifts.
Here is a very, very sneak peek at what it does. This is just a drum pattern I threw together this morning and took a short video of.
The whining sound is caused by an annoying bug in my soundcard driver. The sound output is not suspended properly on idle. 0 sound level causes the whine. Its really annoying.
I am planning to make a Gamebuino-library compatible version also a bit later.
Note: the tracker is still missing load/save song as well as export to C etc etc. It is of NO USE to anyone. Yet.
EDIT: a little description of whats going on in this video
It's my Rbtracker, written with wxWidgets & Portaudio library. It uses a "fake" interrupt routine to emulate sound as it would come out of the Gamebuino. The interrupt routine takes 3 channels and mixes them, as well as calculates volume and pitch bend envelopes. At the moment, the instruments have 5 different waveforms, an ADSR envelope and pitch bend. One pattern will take 192 bytes when stored on the Gamebuino, and each instrument around 12 to 15 bytes.
Because I was just about to put up a new video here.
I'm working on a program I call Rbtracker. The goal is to bring music to my games. It is a very optimized tracker that aims for minimal cpu overhead on the Gamebuino. I've written all the algorithms from scratch.
It works in a different way to the Gamebuino sound library. I still haven't ported the code to the atmega, but since all the algorithms are based on what I have already tried on the Fakebuino, I am confident I'll be able to pull it off. There are no divides or other cpu-consuming math operations. Its all precalculated tables and bitshifts.
Here is a very, very sneak peek at what it does. This is just a drum pattern I threw together this morning and took a short video of.
The whining sound is caused by an annoying bug in my soundcard driver. The sound output is not suspended properly on idle. 0 sound level causes the whine. Its really annoying.
I am planning to make a Gamebuino-library compatible version also a bit later.
Note: the tracker is still missing load/save song as well as export to C etc etc. It is of NO USE to anyone. Yet.
EDIT: a little description of whats going on in this video
It's my Rbtracker, written with wxWidgets & Portaudio library. It uses a "fake" interrupt routine to emulate sound as it would come out of the Gamebuino. The interrupt routine takes 3 channels and mixes them, as well as calculates volume and pitch bend envelopes. At the moment, the instruments have 5 different waveforms, an ADSR envelope and pitch bend. One pattern will take 192 bytes when stored on the Gamebuino, and each instrument around 12 to 15 bytes.
erico Fri Nov 21, 2014 12:32 pm
The output music is sounding great! (even with the whining sound at back)
That sample music loop you did on the fly is chip tune tasty.
I take you have prior experience on trackers right?
Keep it up, it will be nice to have a set of creative tools for the Gamebuino. A tracker is sure a very important one!
Cheers!
That sample music loop you did on the fly is chip tune tasty.
I take you have prior experience on trackers right?
Keep it up, it will be nice to have a set of creative tools for the Gamebuino. A tracker is sure a very important one!
Cheers!
jonnection Fri Nov 21, 2014 8:25 pm
Quick pattern test #2 with different kind of instruments.
Multiple patterns is not yet supported, thats why just a short loop.
The stupid problem (whine) with the non-suspending idle speaker spoils the sound... gaah.
EDIT: this will NOT be music for Isle of Maniax... its just a random jam to test sounds.
There's simple noise doing the drums and shakers, a sawtooth bass jumping an octave every second beat and a triangle wave playing out the theme. Next step will be to port the sound engine onto the real hardware and try the instruments there. Stay tuned !
Multiple patterns is not yet supported, thats why just a short loop.
The stupid problem (whine) with the non-suspending idle speaker spoils the sound... gaah.
EDIT: this will NOT be music for Isle of Maniax... its just a random jam to test sounds.
There's simple noise doing the drums and shakers, a sawtooth bass jumping an octave every second beat and a triangle wave playing out the theme. Next step will be to port the sound engine onto the real hardware and try the instruments there. Stay tuned !
erico Fri Nov 21, 2014 8:51 pm
Don´t worry about the whine problem, tune is clear and shows for your talent, capabilities of your software are pretty perfectly clear too.
I do miss the tracker´s mark going over the places when playing though... :lol:
Jokes aside, by the interface looks, you sure have a bomb coming, really good stuff!
If there is anything I can help, count me up (in a week please, school stuff getting finished :roll: ).
The close up on the interface is great, lots of parameters to tweak.
I do miss the tracker´s mark going over the places when playing though... :lol:
Jokes aside, by the interface looks, you sure have a bomb coming, really good stuff!
If there is anything I can help, count me up (in a week please, school stuff getting finished :roll: ).
The close up on the interface is great, lots of parameters to tweak.
Quirby64 Fri Nov 21, 2014 11:20 pm
Wow, liking the chiptunes! Now when you put it for download I'ma gonna remake video game themes on it ans well as do some originals .o.
LuDoPhotography Thu Dec 18, 2014 5:24 pm
You are or you do not wait! :)
sorry for my english
sorry for my english
jonnection Fri Dec 19, 2014 12:05 am
Patience, svp. Il arrive. J'ai été trés occupe avec mon travail.
It's coming I promise. I have just been very busy with my day job lately.

It's coming I promise. I have just been very busy with my day job lately.
Exocet Tue Jan 13, 2015 10:01 pm
That game looks extremely promising. Can't wait to play it!
LuDoPhotography Sat Apr 04, 2015 6:13 pm
News ?
jonnection Sun Apr 05, 2015 6:49 pm
No news. Sorry. Too busy.
BurningSushi Fri Jun 12, 2015 9:36 am
Looking forward to playing this dude, it's looking real tidy :D
clement Wed Aug 26, 2015 3:25 pm
Can you share a demo of this game ?
Thx!
Thx!
LuDoPhotography Mon Oct 05, 2015 9:10 pm
New for Beta ?
erico Tue Oct 06, 2015 7:01 am
You guys bump this thread I come running in expectation of a release or demo! ;)
superfreaky Mon Nov 23, 2015 2:54 am
Can you release a demo on github or something? I am really excited about this.
Plus if you open source the code things will move faster.
Plus if you open source the code things will move faster.
jonnection Tue Nov 24, 2015 8:33 pm
superfreaky wrote:Can you release a demo on github or something? I am really excited about this.
Plus if you open source the code things will move faster.
Yes, you are correct. My problem is, I was tweaking and tweaking the Isle of Maniax code... now I have no working version at all :lol:
I am planning to release everything early 2016, not just Isle of Maniax but everything I have done. Unfortunately, I have no time to clean up the code and set up the repos ... I am too busy at work at the moment, sorry.
superfreaky Wed Nov 25, 2015 4:29 am
I totally understand, I am usually too busy for my hobbies as well. Looking forward to the finished game!
p4pp0 Mon Mar 07, 2016 8:48 pm
Bump
EatMyBlitch Sat Apr 30, 2016 10:13 am
:!: BUMP :!:
spazz4 Tue Aug 01, 2017 5:56 pm
Double BUMP :ugeek:
erico Tue Aug 01, 2017 6:41 pm
hadouken bump
rodot Tue Aug 01, 2017 8:30 pm
"hadouken bump" hahaha
I think Jonnection has quite other things on his plate by now ;)
I think Jonnection has quite other things on his plate by now ;)