
Disc Jockey Jockey
This game is from the old Ludum Dare platform. You can try viewing the original page on Web Archive
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THIS ENTRY IS NON-FUNCTIONAL. LUDUM FAIL.
I failed spectacularly at the last minute, partly because the game wasn't quite complete, and partly because it turns out the final asset payload causes the game to max out my RAM before the browser stops. Probably needed an entirely different content handling system.
The goal was to manage four broken radio stations, taking DJs on and off the air by muting and unmuting their microphones on time. You do this by listening to the stations and waiting for DJs to harumph a bit to let you know they're about to go on. Tens of minutes of original voice acting that took way too long to record and edit (including some fine, fine contributions from friends).
Apologies for the stub here; I created it early in a vicious bout of optimism.
UPDATE (Sep 15): Post-compo version is still IN PROGRESS. Asset loading/management is HARD. Trying to balance 17 minutes of voice recordings and 80 minutes of music against RAM usage. I'm about to rewrite the asset handling code for the FOURTH time, trying to find a strategy that doesn't chew through memory but also doesn't drown the CPU with on-the-fly decoding. HTML5 WebAudio FTW.
I failed spectacularly at the last minute, partly because the game wasn't quite complete, and partly because it turns out the final asset payload causes the game to max out my RAM before the browser stops. Probably needed an entirely different content handling system.
The goal was to manage four broken radio stations, taking DJs on and off the air by muting and unmuting their microphones on time. You do this by listening to the stations and waiting for DJs to harumph a bit to let you know they're about to go on. Tens of minutes of original voice acting that took way too long to record and edit (including some fine, fine contributions from friends).
Apologies for the stub here; I created it early in a vicious bout of optimism.
UPDATE (Sep 15): Post-compo version is still IN PROGRESS. Asset loading/management is HARD. Trying to balance 17 minutes of voice recordings and 80 minutes of music against RAM usage. I'm about to rewrite the asset handling code for the FOURTH time, trying to find a strategy that doesn't chew through memory but also doesn't drown the CPU with on-the-fly decoding. HTML5 WebAudio FTW.