Week 12 (1): Internationalized

--Originally published at tc3045 – Ce qui est chouette

This week me and Miguel worked with internationalization of the game, Miguel worked on the different string for the levels, a general way of handling them, and I did the selecting of the language from a querystring in the URL, and loading the strings that would be shown in the menu. With this features done, we’re just going to be designing and testing new levels.

– Worldwide Guy

Week 11 (1): Now we have some sounds.

--Originally published at tc3045 – Ce qui est chouette

I’ve recruited some voice actors, those being my classmates, and asked them to perform questionable sounds. Using a globally defined object, SOUNDS, I load the soundfiles and play them whenever they are needed. As of now we have the following sounds: background musicjumpbounce off surfacefiring a projectile, and killing an enemy.

swans @ black cat - erin m.jpg
Swans @ Black Cat by Erin M on Flickr under a CC License.

Next week I’ll be adding more sounds.

– Still the sound guy.

Week 10: Looking through the archives

--Originally published at tc3045 – Ce qui est chouette

This week I’ll be setting up the interface to interact with our sounds, I’ll create an object containing all our sound effects, for that I’ll have to dig deep on royalty free sounds site.

currentArchives - carmichaellibrary
Current Archives by Carmichael Library on Flickr under a CC License.

I’ll just be adding sounds and looking at where to put them in the game code.

– A musically-aware guy

Week 9 (1): p5.Sound

--Originally published at tc3045 – Ce qui est chouette

In order to play sounds client-side I researched what libraries could be used to do that without adding that much processing to the browser. And so I came onto p5.Sound, another p5 library, yep. Is there anything that isn’t done by these guys.

sound desk - roo reynolds
Sound Desk by Roo Reynolds on Flickr under a CC License.

What does p5.Sound do?

p5.Sound allows the browser to preload SoundFiles and then call them to be played wherever in the scope that the sound was stored, since we’re using p5.SceneManager these sound files will be preloaded as the first scene loads, so that then whenever they’re called in the code, the SoundFile is ready to play. For background music I’ll be looping a song using a SoundLoop.

Next week will be dedicated to this coding and sound-searching.

– A musical dude.