Saturday, 13 April 2013

The AudioBrush Blog

Hey Everyone,



Doesn't every indie game have some sort of blog? Well at least all the good ones usually do, so I guess to make AudioBrush good I need a blog? - RE-turd logic.

Anyhow, for those of you that don't know AudioBrush it's something that has been in my tremendously lacking arsenal of games for a while, it's a rhythmic, artist, beat detection game. Back when AudioSurf was released on Steam I couldn't stop playing it simply because every time I played one of my favourite songs on it i thought - "man, why didn't I come up with something as awesome as this".

Meanwhile in my jealousy I learned ActionScript and started playing about with sounds, waveforms / FFT etc. Whoopty-do I made a few EQ bars bob up and down.

Eventually (2009) I was able to put together something which at the time I thought was a few levels higher than Superman 64, which is pretty shyt for those who don't know.

It wasn't until the beginning of 2012 when some random Mancunian guy that I was working with said - "dude, this game is pretty awesome - why don't you put it on iOS".

IDIOT!!!!

Upset by the fact that this; unable to speak properly, guy from manchester, came up with a somewhat good idea I pursued this chance and the next day AudioBrush was on iOS (privately).

To keep this shorter than it's going to be if I continue on with life stories - cutting a long story short, I;ve been on and off the development up until now and much more progress will be made in the coming weeks.

Here are a few links should you be interested:

AudioSurf Website: http://www.audio-surf.com/
AudioSurf Gameplay: http://www.youtube.com/watch?v=LRlHcAhUMY8

Superman 64: http://www.youtube.com/watch?feature=player_detailpage&v=1dJXgJ1c4vY#t=274s

AudioBrush Playlist: http://www.youtube.com/playlist?list=PL5BADA93CB15EEAA1

Below is a video of how the new algorithm for AudioBrush works.


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