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#221 Desert Dog

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Posted 07 February 2012 - 08:05 AM

Html5. Not native app. GM studio can (or will be able to) export as a native app. Native apps will most certainly be able to play .mp3's. I couldn't comment on whether there would be a break, however. I guess you could try one of YYG's one's, if you can get your hands on an iPhone.

D_Dave either misunderstood you, or was dropping a FYI.

Edited by Desert Dog, 07 February 2012 - 08:06 AM.

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#222 Dangerous_Dave

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Posted 07 February 2012 - 08:16 AM

D_Dave either misunderstood you, or was dropping a FYI.

Let's pretend it was the latter :P
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#223 King Tetiro

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Posted 07 February 2012 - 08:28 AM


D_Dave either misunderstood you, or was dropping a FYI.

Let's pretend it was the latter :P

Haha I think it was the first one :P

Has anyone actually tried a YYG app which has MP3 music? Does anyone know if there's a gap?

(Staff, this is when you should provide an answer lol :P)
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#224 GameDevDan

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Posted 09 February 2012 - 02:02 PM

Left a couple of YYG's apps running, the music doesn't seem to have breaks. So if they use mp3s they work fine.
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#225 King Tetiro

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Posted 09 February 2012 - 02:41 PM

Left a couple of YYG's apps running, the music doesn't seem to have breaks. So if they use mp3s they work fine.


Ok now we need to know if the apps used mp3s lol
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#226 rwkay

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Posted 09 February 2012 - 03:31 PM

All our apps use MP3's for the background music, all the sound fx are WAVs - draw your own conclusions....

MP3 playback is always done using the platforms own playback so performance (glitches etc) will be platform dependant this is currently a licensing issue - we are considering an ogg solution which should give consistent performance across platforms..

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#227 King Tetiro

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Posted 09 February 2012 - 07:37 PM

All our apps use MP3's for the background music, all the sound fx are WAVs - draw your own conclusions....

MP3 playback is always done using the platforms own playback so performance (glitches etc) will be platform dependant this is currently a licensing issue - we are considering an ogg solution which should give consistent performance across platforms..

Russell

I have noticed the licensing issue with MP3s. Don't they start getting iffy the moment you start making n dollars?

Im opening this up to discussion but I don't think iOS devices can play oggs can they?

But if they do, I'd HIGHLY support this. I have contact vorbis before about licensing and they don't mind at all! I think the wise thing would be to credit vorbis of course

EDIT: No iOS devices don't support ogg however if you could manage to get oggs working, I'd EXTREMELY support this. I have never had a moment's problem with oggs plus there's no legal problem

Edited by King Tetiro, 10 February 2012 - 09:34 AM.

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#228 rwkay

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Posted 10 February 2012 - 10:25 AM

The Licensing on handheld devices is already paid for (by Google and Apple) so MP3 is not a problem there (as long as you use the built in decoder) - Ogg is not supported natively by iOS or Android but we do have access to a decoder that we can use (royalty free), though Ogg still has some potential patent issues hanging over it (some unresolved issues there).

Once we get Studio out the door we will look at all this again once things are more stable.

Russell
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#229 King Tetiro

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Posted 10 February 2012 - 10:57 AM

The Licensing on handheld devices is already paid for (by Google and Apple) so MP3 is not a problem there (as long as you use the built in decoder) - Ogg is not supported natively by iOS or Android but we do have access to a decoder that we can use (royalty free), though Ogg still has some potential patent issues hanging over it (some unresolved issues there).

Once we get Studio out the door we will look at all this again once things are more stable.

Russell


Actually I think Ogg IS supported by Android. Yup, here we go.

http://developer.android.com/guide/appendix/media-formats.html

Vorbis • • Ogg (.ogg)
• Matroska (.mkv, Android 4.0+)


But Im guessing there's more to the GM Studio holding hands with Ogg?

So what's this built-in decoder you're talking about?

Edited by King Tetiro, 10 February 2012 - 10:59 AM.

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#230 Desert Dog

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Posted 11 February 2012 - 03:58 AM

So what's this built-in decoder you're talking about?


I believe he's referring to the .mp3 decoder. There are licensing issues with .mp3's, which is why GM uses the windows media player (microsoft has already paid the licensing fee for windows) and I imagine it's a similar situation for things like apple, etc.

If your using your own decoder, I gather you either have to pay a license, or.. well, not really sure. This is just stuff from memory, I've picked up from around the place. :-P
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#231 King Tetiro

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Posted 11 February 2012 - 01:23 PM

So what's this built-in decoder you're talking about?


I believe he's referring to the .mp3 decoder. There are licensing issues with .mp3's, which is why GM uses the windows media player (microsoft has already paid the licensing fee for windows) and I imagine it's a similar situation for things like apple, etc.

If your using your own decoder, I gather you either have to pay a license, or.. well, not really sure. This is just stuff from memory, I've picked up from around the place. :-P

Oh right of course. Though gotta ask, has these licensing issues been sorted with mp3s, Apple and Google for the GM Studio?
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#232 GameDevDan

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Posted 11 February 2012 - 08:12 PM

Yes, the company that makes the phone's OS pays the license.
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#233 King Tetiro

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Posted 17 February 2012 - 08:40 AM

Hey guys, I got a good debate on with me and few mates about what I call the "Android Screen Scenario". I've been looking at the Android screen resolutions and I've been thinking "How to make sure the game fits all Android screens?" as in the GM Mobile Phone Games handbook it talks about having it at 960x640. But of course we do get devices that are 800x480. Now I have two possible ideas on getting around this.

1. If GM Studio expanded the YoYo_GetDevice() to not only return the device of iOS devices but Android as well. This would allow us to know what screen res device to set it as. However the problem with this is that there are tons of Android devices in comparison. So this idea kind of falls flat unless YoYo can do something uber smart.

2. I read the GM Manual and found these two functions.

display_get_width()
display_get_height()

For those who don't know, these functions return the screen resolution of the laptop/computer screen. Now if YoYo manage to make this function in GM Studio, this would make fitting the game to Android almost extremely easy.

What does everyone think about the Android Screen Scenario? Thoughts?
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#234 Dangerous_Dave

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Posted 17 February 2012 - 08:45 AM

Or just scale it? http://gmc.yoyogames...1
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#235 King Tetiro

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Posted 17 February 2012 - 08:47 AM

Or just scale it? http://gmc.yoyogames...1

What about those who use pixel art? Won't it get stretched incorrectly?

EDIT: I've done some more research and stat counting and here are the most frequent sizes that AREN'T a perfect scaling of 320x240 (Like for instance, 960x640 is 3 (exactly) times the size of 320x240) (I have excluded Android tablets as the tablets are far too scattered in screen res sizes to make an easy counting)

480 x 800 : A staggering 41 devices
540 x 960 : 8 devices
480 x 854 : 12 devices (This one I find surprising. Such an odd resolution)
240 x 400 : 4 devices

That would mean if just scaling was used for games with pixel art, 65 out of 152 devices will go about with decent art quality (This is 43% of devices which use Android)

Edited by King Tetiro, 17 February 2012 - 09:53 AM.

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