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1411264 Posts in 69322 Topics- by 58379 Members - Latest Member: bob1029

March 26, 2024, 07:41:40 PM

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121  Community / DevLogs / Re: Remnant on: February 21, 2013, 03:46:25 PM
The concept art looks very nice! Smiley Well done so far!
122  Developer / Business / Re: Signs of an unlikely-to-finish project? on: February 21, 2013, 03:00:23 PM
Python, the thing you're talking about sounds like a lack of leadership. Sometimes beginners, or those who haven't had to be in charge of a project before, underestimate how much effort it takes to keep momentum going. You can't show up for a meeting and just expect ideas to flow out of it. You have to have a plan, or at least the desire to accomplish something while you are there. Ideas spring out of controlled discussions. Effort itself isn't spontaneous, not without practice.

Perhaps you're right when it comes to my current situation. And I agree with your idea of having structure in a meeting completely; it's a shame that many of the people I'm collaborating with don't seem to get it....
123  Developer / Business / Re: Where to get web hosting? on: February 21, 2013, 12:42:00 PM
You could also try WIX. They give a great site building tools, and a free domain, if you don't mind a long URL. You can upgrade to a better hosting option anytime you want.

I've heard of Wix as of lately. Never used it, though, in part due to my official website already running Weebly Pro.

Free Weebly is alright when it comes to hosting. You get a surprisingly good deal when it comes to registering your own domain.
124  Developer / Business / Re: Signs of an unlikely-to-finish project? on: February 21, 2013, 11:41:35 AM
Honestly, I didn't expect this thread to get as much attention as it did.

One reason I'm not committed to making my own game anymore is because I acknowledge that any game ideas I have are quite disorganized. However, as a composer for other projects, it kind of troubles me how disorganized some of them are. I was writing music for other Amnesia custom stories, but I'm losing confidence in them because even if there was more than one other person involved, that other person, who's the head, doesn't seem fully committed, and understandably so, given what I feel is poor dialogue and story development. Not completely relevant because they're game mods instead of actual games, but still....

Other projects seem to lack the communication between team members, at least when it comes to what brings us together. I've been on a few Skype group conversations over a few different projects, and roughly 95% of all discussion has absolutely nothing to do with game design, the only "defense" for one of said projects being that it's officially on indefinite hold.
125  Developer / Audio / Re: Show us some of your music! on: February 20, 2013, 02:52:43 PM
... i don't want to post it in the wrong place :x

Post in the wrong place?  Here?  ABSURD.  :D

For a full album I don't see why making your own thread would hurt. :p

That's what I was thinking. Make a new thread in the audio section and let the good times roll.

Agreed, Calum.
126  Developer / Audio / Re: TIGSource Musical Challenge XX - A Frantic Shift - VOTE on: February 20, 2013, 06:26:23 AM
Don't you mean 25th of February? XDD

Either way, I'd vote, but I don't want to rig the results as one of the people who can be voted for.
127  Developer / Audio / Re: TIGSource Musical Challenge XX - A Frantic Shift (SONGS REVIEWED) on: February 20, 2013, 06:25:08 AM

Python Blue – An Alien Nightmare, horror
So originally you thought this didn't fit... In my mind, I could make this fit perfectly within the context of a horror game (as well as film). Unlike a few of the previous submissions, the first section doesn't create a sense of suspense. It's very relaxed and has a sense of wonder. This contrasts beautifully with the second section. The transition has a huge amount of impact and it's a shame you uploaded it to soundcloud where you can see when it will occur. I love how those sharp “falling hits” occur unexpected, off the beat, which are quite scary. It would certainly add a great level of intensity to a “running from scary alien” scene.
There's nothing too complex about it this piece but it's extremely effective in creating the required atmosphere.

Thank you again for the reassurance otherwise. Yeah, it's a shame Soundcloud mandates you to see the waveform. Tongue Otherwise, it was loosely inspired by the soundtrack to Halloween 4, which had those same "falling hits" in some scenes. XD

Thanks also for the nomination into the finals! :D
128  Developer / Audio / Re: TIGSource Musical Challenge XX - A Frantic Shift on: February 10, 2013, 08:21:08 PM
Alright; if you think it fits in after all, then I'll resubmit it.

https://soundcloud.com/sgtyayap404/an-alien-nightmare

It just seems to be difficult (for me, at least) to make a drastic shift without it sounding like it's meant for a movie over a game. I don't mind the challenge; I guess I just got nervous.
129  Developer / Audio / Re: Show us some of your music! on: February 10, 2013, 04:56:20 PM
This was originally meant for the currently-happening musical challenge, but then I felt it sounded too much like a film score over the criteria involved. Tongue

http://soundcloud.com/sgtyayap404/an-alien-nightmare
130  Developer / Audio / Re: TIGSource Musical Challenge XX - A Frantic Shift on: February 10, 2013, 04:15:33 PM
For this, I just went all-out classic horror, which was the best kind of genre I could think of, given the guidelines..... Tongue

EDIT: changed my mind; upon reading the guidelines again, I think it sounds more like a film score.... Tongue
131  Developer / Audio / Re: Show us some of your music! on: February 05, 2013, 07:53:51 AM
Sorry for my absence; been gone for a while largely because of personal issues.....

Anyway, wrote this yesterday.

https://soundcloud.com/sgtyayap404/dark-space
132  Developer / Audio / Re: TIGSource Musical Challenge XX - A Frantic Shift on: February 05, 2013, 07:49:50 AM
Sounds interesting. Smiley I may be thinking of ideas already, but what holds me back is this: do you mean the shift should be sudden a la scary scenes or more gradual than that?
133  Developer / Audio / Re: Show us some of your music! on: February 01, 2013, 04:59:24 PM
http://soundcloud.com/sgtyayap404/a-painful-choice-wip

Not for any game projects this time; just something to relieve stress....
134  Developer / Audio / Re: Show us some of your music! on: February 01, 2013, 08:01:38 AM
Nice track PythonBlue! Made me nostalgic of those moment I played and really enjoyed old games like the first Myst and Lighthouse. This time though, it really felt like some part of the Lighthouse game. It was full of mysteries while giving me the goosebumps. It kinda mixed my curiosity and my fear together, making me pursuing the game to know what's beyond while being afraid of that unknown, and that loneliness in this strange world. I think your track kinda nailed that Tongue

Thank you for the critique, Peregrinus. Deeply appreciated. Smiley

BoneyardAudio, while I regret to say I can't listen at the moment, your website has inspired me a bit.
135  Developer / Audio / Re: Show us some of your music! on: January 31, 2013, 03:54:38 PM
Made a YouTube video showcasing another piece from Amnesia: The Great Work. I'm actually satisfied with the visual support this time: it's more than just a still image with text.



136  Developer / Audio / Re: Do you need music? on: January 31, 2013, 02:16:24 PM
I'm sorry to have to distract from the whole idea of this thread, but you should've posted this in the Portfolios thread; this forum is for general music discussions.

EDIT: I see you posted a duplicate thread, there, too....
137  Developer / Audio / Re: Interactive/Adaptive/Dynamic Musicians? on: January 29, 2013, 09:27:39 AM
Thanks for the comments on my music, Blink! Smiley Hope I was able to help you out, too.
138  Developer / Audio / Re: Interactive/Adaptive/Dynamic Musicians? on: January 28, 2013, 05:43:50 AM
My first ever upfront-paid project (and only such project at this time) just so happened to involve this kind of soundtrack. Never used trackers, so the best advice I can give, if one doesn't use a tracker, is to have the base and its stems all in one DAW project to avoid imperfect looping especially, then mute whatever you need to when bouncing in order to have a recording of a base or one of its stems.

I'll temporarily upload the base and stems I wrote for the demo of said project of mine to give you guys an idea.

http://soundcloud.com/sgtyayap404/base-1-with-stems/s-vQUul

All was done with one DAW project. What you hear first is the base, followed by each stem.

As for soundtracks that use them, not sure if this qualifies due to the fact that the stems play randomly instead of looping with the base, but I loved the soundtracks by Presto Studios, especially for Journeyman Project 3: Legacy of Time, and Myst III: Exile.
139  Community / DevLogs / Re: Neon - Update 26th Jan - Latest Screenshots on: January 27, 2013, 09:57:32 AM
Thank you again, Intravenous. Grin

My demo piece for the project, which would be the piece he was talking about in his last post. Expect no more related pieces to become publicly available for listening until the game is finished.

http://soundcloud.com/sgtyayap404/upgrades-demo
140  Developer / Business / Re: Signs of an unlikely-to-finish project? on: January 27, 2013, 08:24:06 AM
Honestly, I didn't expect this thread to get so popular where number of posts is concerned. XD

I also post to thank you all for the advice when it comes to the projects I'm on, some of which I've quietly withdrawn from, now.
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