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1601
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Jobs / Portfolios / Re: James Primate makes radical pro / chiptune music and sfx 4 u
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on: December 29, 2012, 11:40:40 PM
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Hey! Cool news (well, i think at least!): The game music label GameChops just released... the JAMES PRIMATE MEGA QUAD VIDEOGAME MUSIC BUNDLE XL, which you might be able to discern from the name, is a 4 soundtrack bundle from some recent larger projects: 'Junk Jack', 'LiquidSketch', 'Tangled', and the previously unreleased 'Abrickadabra!', which im really excited to show you guys. Ill post a separate link and write-up to Abrickadabra later, but for now heres the 32-track MEGA BUNDLE in all its glory: Streaming / Free download:http://music.gamechops.com/album/mega-quad-videogame-music-bundleI would include the liner notes and stuff, but man is that a wall of text!!!
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1602
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Community / DevLogs / Re: Sciophobia - Fear of Shadows
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on: December 20, 2012, 02:28:38 AM
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this looks like it has some potential! i dont think ive seen any "moody"/horror pixel-style games before, and your art style feels spot on from even just the few screenshots. looking forward to seeing this develop
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1605
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Community / DevLogs / Re: Project Rain World
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on: December 14, 2012, 01:03:56 AM
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I found my map, and transfered it to a bigger sheet of paper. When looking at the map I realized that the single player campaign only has 7 levels, which is very limited compared to the like 40+ levels I've actually already made. So I decided to cram a few more of them into the single player world - it's a very small effort required and it will make the single player longer, giving me time to in peace and quiet introduce each color of lizard without rushing anything. So, now I'm well into extending the world map. Don't worry though, I won't make it too huge for me to handle. If I add maybe five hub rooms I'll have room for three or four additional swarm rooms, making the game 50% longer without much additional work.
MORE LEVELS you dont know how happy this makes me...
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1606
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Community / DevLogs / Re: SpaceHero Command
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on: December 12, 2012, 11:39:43 AM
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About the $, I've never sold a game in my life, but it sounds like you are undervaluing your game. If you don't need the money that's one thing, but if you want to spend more time making games then you'll have to start taking the money more seriously, right?
I agree with eigenborn
free games = slow development since the developer has to get money from other source like office work, etc
commercial games = faster development and more games for fans since this is your main source of income :D
your call of course, but im totally with these guys^^ I went through a similar thought process with my music career, for quite a while really. even when things i did would be popular, I just didn't think that enough people would care for me to make charging for it worthwhile. I had the idea that people were only downloading because it was free, and if i charged money, i would lose out on people *actually listening*, which is what i want more than any money of course. but what's weird is, when I did eventually start charging (an experiment at the insistence of my girlfriend), I had a hugely positive response. I mean, clearly it's not that I was charging money that made the response huge, it was an album that I had work on for a long time and was one of the best things I've ever done, BUT the point was that it didn't negatively impact people's enjoyment of what I was doing. and now I am literally making a living off of 100% music and couldn't be happier. there may be plenty of other reasons that you wouldn't want to charge for it, and hell, free games are AWESOME, so I really wouldn't want to dissuade you if that is your intent. I just know a lot of artists/musicians/devs have that kind of hesitancy to admit the "worth" of what they do, and just wanted to share my experience with it! BUT you don't really need to deal with this now, so sorry for the derail haha. I would say if there is a question about it, just figure it out when youre finished with the actual game!
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1609
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Community / DevLogs / Re: Project Rain World
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on: December 06, 2012, 07:56:01 PM
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YAAAAAAAAAAY welcome back JLJac!
okay tell me more about the egg interaction. does it serve a purpose other than aggravating the lizards? is it food? it seems like a big thing. also... the bubble creatures? i feel like im missing a whole component!
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1613
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Community / DevLogs / Re: Project Rain World
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on: November 12, 2012, 05:11:44 PM
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when is this prince of arcades? sounds very cool, and I'll be very excited to hear the reactions!
Missed this post earlier -- it's tomorrow night! I'm totally stoked! oh snap! I didn't realize it was in Montreal. I'll see if i can get some of my toy company friends to make it. I want that feedback! :D
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1614
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Community / DevLogs / Re: Project Rain World
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on: November 09, 2012, 01:41:12 PM
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Awesome vid! I'm have yet to play it 2 player, but the thought of tag teaming those lizard bastard makes me smile  As for the place-holder SFX that JLJac did... I think I've played it so much that I'm used to them and kind of like them! I had thought of just touching them up a bit down the road to blend with the newer SFX, but this is probably a good time to get your opinions oh wise TIG brethren. We have one vote for more "fleshy" (realistic I'm guessing?) sounds. Does anybody else have an opinion based on what you've heard in this vid?
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1617
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Community / DevLogs / Re: Project Rain World
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on: October 29, 2012, 09:52:22 AM
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108Spent some time making the "rain getting closer"-stuff a little more polished. Spent about half an hour trying to figure out why the hell a sample wouldn't loop properly, until I realized that the file was named "rain loop" despite it not being loopable at all ... Thank you James  OOOOOOPS! ill look onto it. is it just called "rain loop"? I rendered a ton of stuff from a folder called "rain loop", so it might have gotten mid-labeled. sorry! this happens sometimes when you do complicated work at 4am 
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1619
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Community / DevLogs / Re: Project Rain World
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on: October 24, 2012, 11:29:14 PM
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you are talking about the background artwork I gather? IMHO it looks pretty good! I kind of agree with on the more detailed stuff though. the top and middle sections are nice because its just a solid clean silhouette and doesn't get in the way of the foreground stuff. the bottom background could be a bit less detailed maybe, not necessarily as rule but because the poles are such an important part of that level and need to more visually "present" I think. As it is now the poles kind of mix in with the background machines. just my 2 cents! I love the art, you know that 
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