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344
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Community / Competitions / Re: Cockpit Competition
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on: February 20, 2009, 01:28:09 PM
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To people who can't 3D: You can make fake 3D a la Sega (think space harrier, outrun)
Exactly! Like I said on the first page, I want to see some Space Harrier/Galaxy Force-style pseudo-3D! It would be awesome.
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345
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Developer / Creative / Re: So what are you working on?
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on: February 20, 2009, 12:08:20 PM
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The mix itself sounds right to me and everything is like it should. And yes, I don't use compressor or similar plugins (I've never used them, it was just not necessary). Rendering to mp3 at higher volumes is the problem. I can tune the volume up to whatever reaches and it still sounds good when playing with Fruity. But rendered, some lower and upper ranges get lost due the high volumes and will result in creaky sounds  . It seems that Fruity does some auto limiting for rendering without informing me... I'm not sure why it doesn't work for high volume rendering! I don't know if you'd noticed, but FL Studio 8 introduced a limiter, which is applied by default to the Master FX channel, which might account for what you said about it seeming to do auto-limiting. I actually find this really annoying, because I always forget to turn it off when I start a new project, and you don't want your entire track to be compressed/limited while you're producing it, because it skews the output. If you're worried about clipping, you can always stick the Fruity Soft Clipper on the master channel, which should reduce any distortion you're getting. Aside from that, I'm not really sure what to suggest. If you upload a clip from one of the songs, I could take a look at the waveform, to see if I can figure out what's going wrong. Bear in mind I'm no expert when it comes to mastering, though.
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346
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Community / Competitions / Re: Cockpit Competition
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on: February 20, 2009, 11:41:28 AM
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Do sound effects need to be original to the compo game, or are free/public domain sfx (even music) from various sites permissable?
Previous competitions have allowed audio that wasn't made specifically for the game, so I'd say go for it!
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347
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Community / Cockpit Competition / Re: Cockpitfight
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on: February 20, 2009, 11:38:43 AM
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Please tell me this giant pink thing at the top is not what I think it is.
Also, reminds me a lot of Return Fire. Minus the cock that is.
On first glance, it's obviously just the skyline. However, the more you look at it... the more... 
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349
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Community / Townhall / Re: Hold Off Black
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on: February 20, 2009, 08:18:20 AM
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Also made it to wave 15! Fun, although the purple woes were a bit harsh, often giving me very little window to shoot them before they shot back.
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350
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Developer / Design / Re: Death in Games
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on: February 20, 2009, 06:57:05 AM
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This part confuses me. Do you mean games that fuse their story with their gameplay make their stories get old fast???
no, i think it is to say that how a modern game reveals its story is often tedious - like having to watch a cutscene again and again. Er, yes, I think that's pretty much what I meant; sorry I wasn't so clear. For example, take Metal Gear Solid; A lot of the game is spent going in and out of the Codec screen at critical points in the action to listen to dialogue about what is happening. It's all part of the story, which has in turn become part of the gameplay, and when you die and have to restart, you often have no choice but to go into the Codec screen again, only to mash X to skip the dialogue. I think that's what I was getting at, anyway!
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351
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Community / Cockpit Competition / Re: Cockpit Collaborations
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on: February 20, 2009, 06:27:19 AM
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>DROP SYNNAH A LINE
I'd need some Very Very Low Quality Chip musics. Like Atari-like.
This I can do! Chiptune stuff is fun and quick, because I don't have to spend ages tweaking synths, and the chip sounds generally work well together. I'll PM you!
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352
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Community / Cockpit Competition / Re: Cockpit Collaborations
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on: February 20, 2009, 05:50:09 AM
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As mentioned in the competition thread, I am also a guy who wants to make music for your games. I want to try and limit myself to fairly small projects, however, due to other things I have lined up for the next month or so; One or two songs, basically. 'Drop' me a 'line'!
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353
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Community / Competitions / Re: Cockpit Competition
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on: February 20, 2009, 04:48:04 AM
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man going to have to resist the temptation to make a mech game
(or am I? : D )
Do it! I want to see more of your 3D stuff! I never got to see your tests of Terry's raytracing engine. Also, as ever, I'm up for doing music for anyone who wants stuff; assuming I can fit it into my schedule for the next month 
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354
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Developer / Art / Re: show us some of your pixel work
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on: February 20, 2009, 03:46:23 AM
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NPA, ty
What does this collection of acronyms mean? I must know! 'Nice Pixel Art, thank you'? Although, 'nice pixel art' doesn't seem like something you would say often enough to warrant an acronym. 'Nice Piece of Ass', maybe?
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355
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Community / Competitions / Re: Cockpit Competition
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on: February 20, 2009, 03:12:34 AM
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Oh man oh man oh man! New compo!
The compo image is excellent, too. I really hope we see a swathe of Space Harrier-style cockpit games!
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356
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Developer / Design / Re: Love in Games
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on: February 19, 2009, 09:16:27 AM
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I to agree with SotC. What I don't agree at all is with Ico. I never saw it as a love story, but about companionship.
I meant to post the same thing last week; The inclusion of ICO is a baffling one. I guess you could argue that Yorda's actions at the end (And congratulations to that guy for completely spoiling most of the game) were motivated by love, but that's never explicitly implied, and it's a bit of a leap to assume as much. The way I read it was that ICO took Yorda with him simply because he was alone, and in need of a companion, and Yorda saved him at end because he was her only friend. It's strange to read anything more into it than it being a story of companionship.
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358
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Developer / Audio / Re: What about your genre(s)?
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on: February 18, 2009, 09:09:20 AM
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I've always had a hard time classifying my music. There are of course similarities from one song to the next, but they're more production techniques and compositional nuances than genre constraints. Back when I started, the first couple of songs could maybe have been described as downtempo/trip-hop, but the next track could only be classified as experimental/rap/breakbeat. As a rule, I guess the most prominent genre in the music I've made is downtempo Electro, as I tend to fall back on simple sounds, such as square and pulse waves. I've written a couple of piano pieces, though, some orchestral-driven tracks, and some ambient stuff.
I need to try my hand at hip-hop some time.
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359
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Feedback / Playtesting / Re: Kiss Me
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on: February 17, 2009, 12:21:47 PM
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This turned out really well! I love the aesthetic. I can't comment much on the gameplay, as I didn't have anyone to play it with, unless you count my left hand. Playing both characters at once was fine until I got to 'Apart', at which point it all fell down around my arse.
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360
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Player / General / Re: Post your favorite webcomic
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on: February 17, 2009, 02:20:28 AM
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I've been discovering Dinosaur Comics recently; god knows why it's taken me this long, but it is excellent. One of my current favourite strips: 
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