Highest Rated Comments


ColdBeamGames175 karma

Omg - You found me!

ColdBeamGames101 karma

The game analyses the music on the fly. It uses the raw PCM data (amplitude) and the FFT data (Frequencys). All the parts of the game are derived from this data. Some parts respond instantaneously, e.g. your fire power. Other parts use a sum over time system so music power builds up and causes things to happen at certain thresholds.

So the enemy density is based on a 4-5 second window of music power. The more powerful the music in that time the more enemies you get (and the harder the enemy types are)

Even where they fly too is take from the music, of course this is not something as a player you can notice as you can't really see a relationship between sound and position. But it happens nonetheless.

Re Pandora. Yes, I'll be looking at this for Beat Hazard 2. Will look at spotify also.

Edit: Sorry it's PCM, not PSM (Fixed)

ColdBeamGames58 karma

Oh :( - Mail me if you've got any good advice!

ColdBeamGames46 karma

Well, here's a little scoop, my friends at D3T are converting Ultra back to C# for release on XBLIG ! (With multiplayer too!)

I need to tidy up all my code so I'm going to do a small music driven puzzle game next. (I've got a few ideas I think will be cool)

After that I'll start work on Beat Hazard 2 :D And I've got some really cool ideas on how to move it to the next level.

Re Windows Phone: Possibly, not too sure at the moment.

ColdBeamGames41 karma

Yup, piracy is bad. However, I guess it's always going to be around. (I've just checked the Android version and it's currently sitting at 90% pirated)

However, I do understand the argument that all pirated copies doesn't equal lots sales. And that some people who play an illegal copies might go on to buy the game/music.

It looks like all music is going to be steamed soon. Spotify etc are cool and I really want to add these services to my game.