Sounds interesting, I'll be willing to help if you need anything.
A C# XNA game structure will probably not fit with a JavaScript game structure. JavaScript and C# are fundamentally different languages and deserve very different program models. But I won't bother getting into that. If you can't provide a prototype, there's no point in you even seeing the source code to osu!. And honestly, I doubt you can get a prototype running.Clemaister wrote:
Of course, it'll be easier and faster if we had the source of osu! to have an idea more clear of structuring the program, but we know that a source is not a thing easy to give so...
It is currently impossible to stream audio (without Flash) (1) with reliable offsets (using <audio>/<embed>/etc.) or (2) with a small buffer size (using Mozilla's API).But Javascript could call a flash containing the audio.
Yes; audio cues could work. That still doesn't let you sync hit sounds, though; they'll sound 100ms off, which would be horrible for streams.peppy wrote:
I can't say I've tried myself, but audio sync seems relatively possible based on http://www.thewildernessdowntown.com/
Please check Balldroppings, you'll see that's possible.strager wrote:
Yes; audio cues could work. That still doesn't let you sync hit sounds, though; they'll sound 100ms off, which would be horrible for streams.peppy wrote:
I can't say I've tried myself, but audio sync seems relatively possible based on http://www.thewildernessdowntown.com/
This, andMetalMario201 wrote:
If you think this is going to be a good choice for low-spec machines, think again.
It might be possible to change the offsets of the music and the hitsounds amirite?strager wrote:
Yes; audio cues could work. That still doesn't let you sync hit sounds, though; they'll sound 100ms off, which would be horrible for streams.
That uses Flash.Clemaister wrote:
Please check Balldroppings, you'll see that's possible.
Yes it doesstrager wrote:
That uses Flash.Clemaister wrote:
Please check Balldroppings, you'll see that's possible.
Neo Adonis wrote:
I've seen your work, and for a week, I think it's good.
Right now the latest osu file is downloaded each time (from the "Grab the latest osu" link on osu website). I already coded the part which reads osz files, but it's not in use right now. The problem is that our server is free and is very limited. Thus we can't leave files over 2-4Mb on the server. And osz files are often bigger (mp3 storyboard).Neo Adonis wrote:
You've done it well at reading .osz files! I've compared with the song, and your work at translating data is excellent! Tip: if you're downloading constantly the latest file, don't do it. You'll be wasting bandwidth. Else, download and upload to your server the file, let's say, every day or week. Just in case...
Drawing circles is much faster than using imagesNeo Adonis wrote:
About the hit circles, why don't you try to use the sprites instead of circle drawing? The same with numbers. I'll search how to make color blend in canvas. If it's not possible, I'll say you. Or, if you can make it server-side, try coloring sprites using plugins (GD or ImageMagick if you're using PHP) and return the colored sprites.
Neo Adonis wrote:
Now only I can add the following: keep it up!
And i'm saying it's therefore horribly wrong.TheCameleon wrote:
Fo now, we just use the full screen size
You are downloading too many maps at once. Lay off for a bit.This is what appends when trying to get osz files :/
I've been trying to say this all along.peppy wrote:
Using flash is a bad direction. If you use flash for the music, you should use flash for everything, as it will handle better.
<audio> supports timing cues, IIRC, which may fit what you (think you) need.TheCameleon wrote:
Flash is the only way to get the playing time ;) If I could I wouldn't use it.
The main problem is that right now firefox's <audio> doesn't read mp3 (only ogg - which isn't much used in beatmpaps). And firefox is one of the main <canvas>-able browser. That wouldn't be nice to make users use Chrome only for that.strager wrote:
I've been trying to say this all along.peppy wrote:
Using flash is a bad direction. If you use flash for the music, you should use flash for everything, as it will handle better.<audio> supports timing cues, IIRC, which may fit what you (think you) need.TheCameleon wrote:
Flash is the only way to get the playing timeIf I could I wouldn't use it.
If the project works, you would ask for donations so you can (maybe) move it to another server. Do the most you can, and follow advices. Trust me, they are helpful.TheCameleon wrote:
Conversion would use command line tools (and function such as exec() or system()), which aren't available on free servers.)
We no longer have disk space problempeppy wrote:
I already mentioned how they can obtain free space for hosting without funding. Only noone listened.
You're missing the point and this thread is going nowhere.TheCameleon wrote:
About ogg/mp3 I prefer to use mp3 (or ogg for beatmaps using it) as later we will use them from the osz files "as is".
You are damn right !IppE602 wrote:
Why get stuck with something from the 90's thats technically a bad codec to begin with and not even fully supported by the most common browsers?
You'll get the quality of 320kbps mp3 with 192kbps using Vorbis :v
If server side is a "useless detail", we will have fun playing.... without beatmaps !strager wrote:
Just get the game engine working before worrying about useless details.
Hey flash is good!TheCameleon wrote:
Yes I found that out too
The music code problem is now "solved"
Will have to wait until every browser supports both formats for it to be perfect...
I can now focus on active development
It will be 100% open source (no more flash)perfect !
Speaking about a flash-based chat, right?gabrielwoj wrote:
Hey flash is good!
And someone did saw my REPLY AGAIN? No replies about it .______.
Also, you are making at linux? Programming it's better on linux, my opnion!
It's a licensing issue, not a closed source / open source issue.TheCameleon wrote:
The point with firefox is that mp3 is a closed codec. Mozilla might pay someting like 5 millions to get mp3 licence fee. (again, why do I like open source against closed stuff)
...TheCameleon wrote:
Safari doesn't play ogg as they "own" a part of mp3. They only use mp3 cause they make money everytime a company wants to make a mp3 player.
Or at last that's what I understood... (again why I love apple)
O:strager wrote:
It's a licensing issue, not a closed source / open source issue.TheCameleon wrote:
The point with firefox is that mp3 is a closed codec. Mozilla might pay someting like 5 millions to get mp3 licence fee. (again, why do I like open source against closed stuff)...TheCameleon wrote:
Safari doesn't play ogg as they "own" a part of mp3. They only use mp3 cause they make money everytime a company wants to make a mp3 player.
Or at last that's what I understood... (again why I love apple)
My head hurts reading posts in this thread.
But it's fun to laugh at, I guess.
HEY GABRIELWOJ! viewtopic.php?p=537883#p537883
get one beatmap to work before you worry about getting a whole automated server backend running, is the pointTheCameleon wrote:
If server side is a "useless detail", we will have fun playing.... without beatmaps !strager wrote:
Just get the game engine working before worrying about useless details.
MPEG layer 3 codec is royalty free, as long it's not used in a commercial ambit. Of course, due to the lack of this codec in Firefox, it's still an issue unless they include it...strager wrote:
It's a licensing issue, not a closed source / open source issue.
They're based off Overall Difficulty, not the speed of the song. Sliders are much more lenient with timing, too (kinda...). Make your own fancy formula (e.g. (10 - OD) * 35 ms overall hit window, with * 15 ms for 100 and * 25 ms for 50); once you have the game up and running you can worry about making it more like osu!.Beldur wrote:
Can someone please tell me some of the game constants I asked for?
I need them to make my javascript osu more accurate :/
:) I know about that, but I'm not sure the project will be ready by 11 January 2011, I got a lot of things to do now :/ Less time to develop...sp1ky wrote:
https://gaming.mozillalabs.com/
On the other hand this one is feeling pretty good. Doesn't work on safari, but does on opera mind you.Beldur wrote:
Hi,
this is my attempt from 2 weeks ago. I stopped working on it. Maybe it will be helpful for someone...
http://alexander-luecking.de/canvas/audio.html
Oh there's supposed to be graphics there?peppy wrote:
On the other hand this one is feeling pretty good. Doesn't work on safari, but does on opera mind you.Beldur wrote:
Hi,
this is my attempt from 2 weeks ago. I stopped working on it. Maybe it will be helpful for someone...
http://alexander-luecking.de/canvas/audio.html
Excellent stuff!Beldur wrote:
Hi,
this is my attempt from 2 weeks ago. I stopped working on it. Maybe it will be helpful for someone...
http://alexander-luecking.de/canvas/audio.html
I thought I would be possible, but basically, we can't play audio in background on iPhone Safari :/ So it's impossible to have the music playing :/Hyguys wrote:
but it does not work on iphone / ipod? that was the goal, right?
Yes, it's a good ideaHyguys wrote:
anyway, an irc client there could be a good idea, right?
I have a similar problem. My window always un-maximizes when I visit the website. It doesn't let me maximize either. Also, are the hitobjects suppose to be clickable?eMkay wrote:
In Firefox it works smoothly, but i can't maximize my window in Firefox if i didn't have it maximized upon loading the site.
Holidays = more time to develop :PLayola wrote:
I have a similar problem. My window always un-maximizes when I visit the website. It doesn't let me maximize either. Also, are the hitobjects suppose to be clickable?eMkay wrote:
In Firefox it works smoothly, but i can't maximize my window in Firefox if i didn't have it maximized upon loading the site.
It's on my checklist ;)Randy96 wrote:
Looks pretty nice, are you working on sliders?
peppy tried something like this in 2007. It wasn't pretty.TheCameleon wrote:
PS : for those interested in technical stuff :
Before, thick lines were drown for sliders
Now, I'm trying to draw the whole path "around" the slider (and that's much harder)
I'm no expert in designing games, but one method I can think of to fix this outline issue would be to create a slider using two lines of different thicknesses. Then you could place the thicker line centered underneath the thinner line, thus creating the illusion of a outline around the slider.TheCameleon wrote:
I'm still working on (linear) sliders (still the drawing -- there are no built-in function to draw the outline), but it looks much better.
MetalMario201 wrote:
Drawing a thick line for the outline, then another for the path, is probably the simplest option for now.
adamskii_uk wrote:
I'm no expert in designing games, but one method I can think of to fix this outline issue would be to create a slider using two lines of different thicknesses. Then you could place the thicker line centered underneath the thinner line, thus creating the illusion of a outline around the slider.