• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

Archived

This topic is now archived and is closed to further replies.

Ronald Forbes

MODs in windows games

8 posts in this topic

I've heard of someone converting something that maybe does that (I'm not sure) to Windows with DSound, and since those formats are pretty much PD, you could write a library like that yourself. However, you could also try composing for DirectMusic - although it's a big big mess and the DM producer is horrible to use, it probably works pretty well with Windows and you can use it nearly straight with the DirectMusic API.
0

Share this post


Link to post
Share on other sites
Ok. Thanx for the help. The only problem with trying to make a library myself is that I'm quite new to the Windows/DirectX scheme. Should I just convert them to HUGE .wav files?

------------------
Download Complete. "YESSSSSS! The DirectX 7 SDK is finally MINE!! After 3 days of waiting, I have finally successfully downloaded this huge file. Now, I'll just fire up Winzip and... Illegal Fault. CURSES, MICROSOFT, CURSES!"

0

Share this post


Link to post
Share on other sites
Well i have 2 ideas on this.
1. convert the mod to midi and use directmusic with dsl(so it sounds the same on all systems(same instruments))
2. I have a program that is kinda wierd that i have been meaning to play more with(it can compress wav files down to about the size of a mp3 ,but a normal wav player can play them,and i havnt detected any quality loss.)

0

Share this post


Link to post
Share on other sites
To follow up on what i was saying.
What the program actully is is a program thst can compress wav files with the Wav mpeg layer 3 format. I converted a 100k mod to a wav file of 32mb(44100hz 16bit stereo) and then compressed that down to 2.69mb
The wav can play in any program that can play a normal wav file and i have detected no loss of quality.
0

Share this post


Link to post
Share on other sites
Thanx a lot! I appreciate all the advice.

------------------
Download Complete. "YESSSSSS! The DirectX 7 SDK is finally MINE!! After 3 days of waiting, I have finally successfully downloaded this huge file. Now, I'll just fire up Winzip and... Illegal Fault. CURSES, MICROSOFT, CURSES!"

0

Share this post


Link to post
Share on other sites
you can try this ftp://www.xgames3d.com/games/gvaudio.zip it will play back mod files for you. I have also seen somewhere an public domain mp3 lib, but it is lost to me now.

I wouldn't suggest using midi in your games. If the user is not using the microsoft synth then it will playback different on each system, depending upon the sound card they are using. If the user *is* using the microsoft synth, then it will playback pretty slugish and not leave much cpu time for your own processes. (at least on my system).

The best choice, I believe, would be to write the music to cd as audio tracks. But then you can't distribute the game over the internet with music.

There are alot of choices, and each one has it's own pro's and con's to it. I would experiment with each to find something that you are comfortable with.

Perhaps the others on this board could share their feelings on how they would (or do) incorperate a sound track into thier games.

0

Share this post


Link to post
Share on other sites
Not to mention the fact that General MIDI...well, sucks to say the least. I have been tinkering with DLS sounds, and Direct Music Producer, but I am not impressed. I guess as a gamer, Im more interested in GOOD static music, than BAD dynamic music.

I still write a little for General MIDI, but I far prefer other types of sounds than G.M. offers.

Brian Tuey

Thunder Soundscapes

[This message has been edited by Brian Tuey (edited November 28, 1999).]

0

Share this post


Link to post
Share on other sites
Hello again! I was wondering if anyone knows a way to play MOD/XM/S3M/other tracker files in windows games. Is there some special API thing i can use or what? This messege probably won't get noticed judging from the number of posts on this topic forum but I'd like to find out.

Thanx
Ronald

------------------
Download Complete. "YESSSSSS! The DirectX 7 SDK is finally MINE!! After 3 days of waiting, I have finally successfully downloaded this huge file. Now, I'll just fire up Winzip and... Illegal Fault. CURSES, MICROSOFT, CURSES!"

0

Share this post


Link to post
Share on other sites