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288085 Posts in 9148 Topics- by 6777 Members - Latest Member: coolmk123

November 22, 2009, 03:51:44 AM
TIGSource ForumsCommunityCompetitionsAssemblee: Part 1READ ME!
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valzi
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« Reply #90 on: November 01, 2009, 04:20:18 PM »

Do at least some of you have interest in .it or .mod format for music?
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pgil
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« Reply #91 on: November 01, 2009, 04:38:56 PM »

Do at least some of you have interest in .it or .mod format for music?

I'd be interested if you posted some. Mp3 just seems to be the most accessible format, but I'd say tracker music is welcome.
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valzi
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« Reply #92 on: November 01, 2009, 05:29:37 PM »

Great, I will! It will also be in .mp3 and .ogg formats.
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nitram_cero
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« Reply #93 on: November 03, 2009, 11:27:35 AM »

Hey, I want to participate in the 2nd part of the Assemblee, but would also like to share some media to the part 1.

It's cool if I do that? I could avoid using my Part 1 contents for Part 2 to be fair.

Thanks!
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moi
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« Reply #94 on: November 03, 2009, 11:55:59 AM »

You just skipped past all the thread, didn't you?
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nitram_cero
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« Reply #95 on: November 03, 2009, 12:25:58 PM »

Indeed  Embarrassed

I read it 5 days ago, but that info didn't stick
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jrhill
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« Reply #96 on: November 03, 2009, 06:36:51 PM »

Hey, I want to participate in the 2nd part of the Assemblee, but would also like to share some media to the part 1.

It's cool if I do that? I could avoid using my Part 1 contents for Part 2 to be fair.

Thanks!
IT'S SO COOL IF YOU DO THAT
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i draw here
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LemonScented
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« Reply #97 on: November 04, 2009, 06:26:24 PM »

I think I know the answers to these already, by applying Common Sense(tm), but I just want to clarify:

1 - It seems that the consensus is that offline format conversion for the sake of easy loading into an engine is okay, as is modifying art assets at runtime. How far can we push that? For instance, if I wanted to convert assets into some kind of colour indexed format (I don't know what format yet), so that I could change a sprite's palette at runtime, would that be okay?

2 - The rules seem to imply that there will be a voting process between the first and second parts of the contest to work out which assets from the first deserve to be usable in the second. Is that what was intended, and if so, does that make any sense? I think it would suck if assets got voted "not good enough" to go into the second part, and I think it'd be much more fun to have all of the assets available to see what unusual uses they can be put to in the second part.
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Derek
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« Reply #98 on: November 05, 2009, 10:57:01 AM »

1. Yeah, we'll be pretty flexible about those kinds of conversions.

2. No, all the assets will be available, regardless of how many votes they receive.  I'll likely put them all on a big page for easy access.
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feeblethemighty
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« Reply #99 on: November 05, 2009, 11:26:49 AM »

A question regarding zipped assets versus individually available assets for evaluation. 

I'm recording several packs of vocal audio with 20-30 WAV files in each pack.  Is it okay if i zip up the files then offer a single MP3 sampler of what is contained in the zip?  It would seem like too much trouble to link each individual WAV file.  But, i mean, if i have to i have to.
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BigLon
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« Reply #100 on: November 05, 2009, 07:39:18 PM »


I'm recording several packs of vocal audio with 20-30 WAV files in each pack.  Is it okay if i zip up the files then offer a single MP3 sampler of what is contained in the zip?  It would seem like too much trouble to link each individual WAV file.  But, i mean, if i have to i have to.

That would be a lot of tedious work...  Could write a script to help, but still...

A related question:
If we we can submit archives of assets, what archive type would be preferred and/or required and/or accepted? Zip format?  7Zip?

Thanks


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jjs
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« Reply #101 on: November 05, 2009, 10:46:43 PM »


I'm recording several packs of vocal audio with 20-30 WAV files in each pack.  Is it okay if i zip up the files then offer a single MP3 sampler of what is contained in the zip?  It would seem like too much trouble to link each individual WAV file.  But, i mean, if i have to i have to.

That would be a lot of tedious work...  Could write a script to help, but still...

A related question:
If we we can submit archives of assets, what archive type would be preferred and/or required and/or accepted? Zip format?  7Zip?

Thanks


Well, every single person on Earth can open .zip files, but I think the important thing is please put things in a directory and zip the directory.

e.g.   foo.zip   should unzip to  the folder  foo,   rather than dropping a bunch of files in the current directory!
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nitram_cero
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« Reply #102 on: November 07, 2009, 08:58:24 AM »

I'm thinking of making something like this:



Really simple. So it can be finished in a couple of days, so please don't ask whacky features.

The workflow goes like this:
Download assets to a specific folder: <program folder>/assets/<ARTIST NAMES>/mahmusics.mp3
They are automatically loaded.
Review the assets (like 1-5 stars something, missing in the screenshot)
Add notes to asset.
Add tags to use them later, like: all, level1, level5, monsters. First tag will be used as a subfolder in the destination folder when copying files.

Execute file copying. The asset must have at least one tag to be copied.
Optionally filter out file extensions (e.g. Flash devs will likely only allow .png and .mp3)

The only think I would need from artist is that, if they export in multiple formats, they retain the exact same filename (to easily avoid showing duplicates)

What do you think?




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nitram_cero
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« Reply #103 on: November 09, 2009, 12:23:37 PM »

Ok, I did it anyway... It will be useful at least for myself for Part 2.




Regards!
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Jakman4242
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« Reply #104 on: November 15, 2009, 09:42:42 PM »

Sooo, I don't think I saw it clearly stated: If you participate in part 1 can you in part 2?
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