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41
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Developer / Audio / Re: Show us some of your music!
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on: July 16, 2016, 01:21:26 AM
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So I published a new track on my official fb stream, mainly because I thought the notes looked funny as interpreted by a computer - as you can see here in a karaoke-like style..
Don't let this thread die people, it's too young and innocent. I have enjoyed almost every single track people post in here. Let's hear some more.
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42
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Player / Games / Re: Pokemon GO
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on: July 13, 2016, 11:46:46 PM
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Soon they'll be selling Hololens-style Pokemon go glasses. Flying ads will be something you have to remove by handslide before you use a public restroom or get that Pepsi in the fridge. AdBlockers will cost a fortune and Arthur C. Clarke didn't see half of it coming. Have you ever seen ? It's an anime about children with virtual pets they can only see with their AR glasses. I think our future will become a lot similar to this. Nice. No hadn't seen that 
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43
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Player / Games / Re: Pokemon GO
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on: July 13, 2016, 09:30:12 PM
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Soon they'll be selling Hololens-style Pokemon go glasses. Flying ads will be something you have to remove by handslide before you use a public restroom or get that Pepsi in the fridge. AdBlockers will cost a fortune and Arthur C. Clarke didn't see half of it coming.  Oh yea, they're glued to your face.
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45
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Player / General / Re: Non English Tigsource?
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on: July 12, 2016, 12:29:36 AM
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Prominent.. Dunno.. But we have something called Udvikleren where indie devs and AAAs meet. And sometimes they hire people for beta testing and stuff in there. But it's not as large as this outfit and other international forums.
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46
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Player / General / Re: 3D sidescrollers with Z depth movement?
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on: July 12, 2016, 12:25:38 AM
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I wonder how far one could push it...
You could push it all the way to open world, but with a fixed camera angle - I just think that would feel more annoying and locked than anything else tho. But it would be different and somewhat original.
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51
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Developer / Audio / Re: Show us some of your music!
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on: July 11, 2016, 03:56:08 AM
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Very nice, Calined. Your music is a huge driver in these cartoons, making what you wrote earlier much more clear now - in this soundwise context. You create/carry/paint a large portion of the stories with your music and it all breaks down to something very professional for these purposes  My tracks come off as a great deal more static, even when I try to do something like that. Then it sounds more like a progressive piece of whatever, where the styles and moods shift progressively, but not nearly as connected as in your soundtracks. Again, very nice. I hope you land some good jobs! Thanks so much!^^ Yeah, that is what i meant. The music is somewhat even joky/sketchy like slapstick, which sometimes feels a bit cheap i find. =/ But on the other hand, yes it works well together and adds extra to it. =) This sounds so nice =)) But yeah, i think it makes it hard to listen to it on it's own (but that's not really the purpose anyways) That's what i meant with alot of movie soundtracks (like Harry Potter and Star Wars... maybe it's just John Williams =P) They feel like they follow the picture very closely(a bit more losely than in my case, but still) Compared to your example. This made me wonder, how you made it. Did you have an actual video/clip on your hand while making it? I load the clip/animatic/draft into my DAW and work very closely on that. Like i even start with areas where i know "oh here should come a DUSH!" or "oh this is surprise" and then i basically make these musical sound effects and often also develop a theme from a still image/a motif and basically weave that inbetween those sound effects or even make the theme be the effect/a variation that fits ...  Sounds very iterative/simple/straight-forward to me, maybe it dissapoints me even a bit. =P So how did you go about your Cinematic piece? Thanks so much again =) I had no other source of inspiration than having Morricone and Adrian von Ziegler and alike in the back of my head, was looking for that sound you know, or at least a harsh mood, so I guess that was the inspiration there. But mostly von Ziegler harshed up a bit. For the purpose of viking music, then I like to keep it simple. Chances are that vikings weren't all that advanced in their music since it's a long time ago. So I also keep our knowledge of roman era music alongside as well, when I write the melodies. I.e. keep them simple and on par with roman era music.
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52
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Developer / Playtesting / Re: Ninja Master - mini-RPG-strategy
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on: July 11, 2016, 02:45:55 AM
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Now spellies fixed, in part by the steam community, yikes, and available for download - link in the opening post.  This is the description I give on itch.io: The game
Inspired by grand strategy games and boiled down to the very casual essentials. This game is about gold and highscores. Build on your ninjas skills, buy him better weapons or replace him altogether. In the end you'll meet your rival ninja master, and your skills will be combined with those of your ninja in the final boss fight. If you win, you can make it to the highscore list, if you lose, you lose. Be sure to not pick a fight with your rival before you're ready to make it to the highscore list. You will be forced to challenge him as you reach the third level with either your ninja or your master, in any case.
Choose your destiny
You can choose between three specialties: Crime, Intel or Martial arts. This comes along with an amount of money and a ninja ranging from poorly skilled (bad ninja) to highly skilled (good ninja). This is not to be confused with easy, medium and hard level, because all choices has their ups and downs. Choose with your gut feeling - the world is a random place. A better ninja means less money and vice versa.
Skills and traits
Choose and upgrade your skills with care. You can focus on a certain skill and hope this will defeat the enemy ninjas, or you can balance them out. It's up to you. After a streak of successful missions, you may get a trait upgrade as you end the turn.
The missions
You'll notice 6 bars wiggling about during the action sequence of a mission. These run somewhat on random, yet are based on your skills and the enemy ninja skills. Be wary of the enemy ninjas specialty, as this is where he will strike once you click conclude. Wait it out and see what happens, or conclude the fight once you think you have the upper hand. Your initial standing may be good if you're told that your luck is good in the mission scroll.
The market
Here you can buy better weapons and/or replace your ninja. A new ninja can be wise in certain situations, but be aware that a new ninja always have zero traits. It's good-gaming to check the market at the beginning of each turn.
The end of a turn
This is like a review of what went down. If your ninja has been vastly successful, chances are that you will gain more money by just being a lucky bastard. If you have been thoroughly beaten tho, chances are that you will lose money on repairs, medic care and so forth. Be a winner! Good luck!
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53
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Developer / Audio / Re: Show us some of your music!
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on: July 11, 2016, 02:28:25 AM
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Very nice, Calined. Your music is a huge driver in these cartoons, making what you wrote earlier much more clear now - in this soundwise context. You create/carry/paint a large portion of the stories with your music and it all breaks down to something very professional for these purposes  My tracks come off as a great deal more static, even when I try to do something like that. Then it sounds more like a progressive piece of whatever, where the styles and moods shift progressively, but not nearly as connected as in your soundtracks. Again, very nice. I hope you land some good jobs!
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54
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Developer / Audio / Re: Show us some of your music!
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on: July 10, 2016, 11:00:02 PM
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All of these tracks are so awesome! They motivate me not only to make more of my own music but also to get back to programming  . Also, to my surprise there are many faces here that I recognize! My latest track (that's posted anyway) https://soundcloud.com/kip-riusaki/wandering-lightsI've been trying to improve my mastering skills (cause they suck) for the music I'm working on for my upcoming Mother 3-esque RPG. I want the music to be very different from what the genre is usually associated with. This isn't one of the official tracks though (well at least not currently). This one is on the older side. I made it for my previous project Hidden Land: The Lost Village. https://soundcloud.com/hidden-land/hidden-land-the-lost-village-aozure4amThe game is based on real time and this is the 4AM theme! Very nice. I know this thread is for our own music. But hey, I instantly thought of this guy when I heard your tracks.. https://soundcloud.com/uberlab/evil-engine-no-neinYou carry some of the same mood or sound or something. UberLab is one of my musical heroes, so you can take that as a huge kudos! I know I would 
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55
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Developer / Audio / Re: Show us some of your music!
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on: July 10, 2016, 10:30:58 PM
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Nice chiptunes guys. I especially like your AoE cover, Elias. But you're all quite good at chiptunes. Enough woodwinds and hollywood strings from me for now.. Sometimes you just have to.. - inspired by the movie Killing Zoe.. 
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59
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Developer / Audio / Re: Show us some of your music!
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on: July 09, 2016, 08:30:34 PM
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Sure thing, Calined. Agreed  I love cartoonish music, haven't been all able to make much more than a few cirkus music inspired tracks myself tho, but I guess I haven't had much opportunity to try either  Can we hear some of this?
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60
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Player / General / Re: Quality Control on Steam
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on: July 08, 2016, 11:46:16 PM
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We just released a small free game on steam greenlight, casual mini-RPG/Strategy.. It's in my sig.. This is my first release on steam, but the gist among 3-4 commentators seem to be that small games doesn't belong on steam, but should stay in browsers and phones/tablets and so on. I see that gist more and more on greenlight items.
It's not the gist of Valve tho, as there are already many small games on steam quite on par with what we published, which are already greenlit, and even rather expensive sometimes. No critique on graphics, sound, music or game play. Just.. "too small for steam". Not knowing that something might surface as simplistic because it's made intuitive, while there's a 500+ scripts engine at play behind coordinating traits, skills, levels, weapons, upgrades, events and mission outcomes and so forth. But I guess it's impossible not to get judged on face value by those who tend to do that. We just have to suck it up or make a vivid explosion of graphics and sound in unreal engine. Or at least something that startles people into thinking that you're advanced.
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