Alright! I had to remake this post because the old one contains now outdated information. So here is a new and improved post containing all the information for JoJo’s Bizarre Adventure photoshoots that I am organizing on Friday and Saturday with the help of Archie ( incredibeard ) and Hank at Otakon 2014!
What: Meetups/photoshoots for the series JoJo’s Bizarre Adventure !
Who: Anyone! Whether you’re a fan, a cosplayer, or a friend, you can join us!
Where: The outdoor skywalk on the second floor! (The Facebook page below provides a picture from Google Maps of the location if you don’t know where it is)
When: There are 2 photoshoots we are organizing. Friday’s is at 8pm, while Saturday’s is at 5pm. Both are in the same location.
Why: An opportunity to meet new people and make new friends while also taking cool pictures in the process! :D
Any questions can go to me, Archie, or Hank anytime!
!! FACEBOOK EVENT LINK HERE !!
☆ WE HOPE YOU CAN MAKE IT!!! ☆
From now on I will use my Tumblr almost exclusively for video game development talk as well as convention talk. I don’t want to trouble you all with nonsense. If you want something a little more lax, why not follow me on Twitter? I’d appreciate it, for sure!
Anyway, here’s a Terminal Love update!
I loved my old multi-threaded audio-handling system to pieces. It worked really well. Unfortunately I had to recode the entire thing today, and there’s only one reason why: I wanted to be able to directly read sound bytes from the audio stream. What does that mean, exactly?
As you know, audio is a wave. Digital audio is similar, you will have a byte stream that bounces between two extremes: a large number and a small number. The large number is the maximum amplification, the small number is the minimum amplification. If you have access to this direct byte stream you actually will be able to do some really cool things, including audio visualization.
I want to do cool things with the title screen involving audio visualization of the currently playing song. Unfortunately, the way I originally coded the audio handler didn’t allow me to directly access the bytes. Getting to that point… wasn’t a simple fix, unfortunately. ^^” But hey, progress! I’d like to be able to show more of said audio visualization but I have yet to code it.
Here’s the really good news though: this new audio handler doesn’t use as much CPU as my old one. Not that this game will push your system to the limit, but it’s still a nice afterthought.
This is a side project still, and I’ll be returning to the main project, Animal Crackers, next week. But I thought you’d enjoy some updates, so here you go!