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screwtape
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« Reply #21 on: May 25, 2012, 12:55:51 PM » |
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All of your projects have so much awesome! This has a really nice style to it, looking forward to...a demo perhaps? Does it produce the audio itself, or does it react to an external audio source? I assume it produces it itself, but I'd love to see it dancing to an input :D
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Ashkin
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« Reply #22 on: May 25, 2012, 01:51:43 PM » |
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Man, eddie, you just never stop. This is awesome.
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eddietree
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« Reply #23 on: May 25, 2012, 07:13:55 PM » |
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All of your projects have so much awesome! This has a really nice style to it, looking forward to...a demo perhaps? Does it produce the audio itself, or does it react to an external audio source? I assume it produces it itself, but I'd love to see it dancing to an input :D
The more I think of it, the more I want it to become some sort of pure audio tool with interactive elements. Yes, it will generate audio procedurally, but the problem with many procedurally generated music is that they often feel stale, boring and have no sense of progression. I plan to inject the generation with some algorithms that I've been thinking of which will hopefully make it a bit more interesting.. Perchance the user can affect the DSP effects of the sound in real-time or maybe do other things. Also, it works nice as a screensaver. Man, eddie, you just never stop. This is awesome.
Can't stop, won't stop. eh eh, eh eh
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eddietree
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« Reply #24 on: May 25, 2012, 07:16:38 PM » |
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Also, any audio-visual designers out there want to get in on this project? Shoot me a PM!
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BlueSweatshirt
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« Reply #25 on: May 25, 2012, 07:56:42 PM » |
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Get Baiyon in on this
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melos
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« Reply #26 on: May 25, 2012, 07:59:52 PM » |
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What is this written with at the moment? And what kind of help are you looking for from a design standpoint?
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play hydlide 2
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eddietree
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« Reply #27 on: May 26, 2012, 05:08:20 AM » |
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What is this written with at the moment? And what kind of help are you looking for from a design standpoint?
The game is written in C++ and uses the GameMonkey scripting language. But for the designer, he/she doesn't need to do any coding whatsoever; That is, I am providing all the tools needed to build an entire experience. In my mind, the ideal situation would be for me to focus mainly on coding the tools and psychedelic graphics while the designer can focus solely on building and refining the experience. More specifically, this includes mix-and-matching the visuals and audio to build the most compelling experience for the end user. Having a designer would be most ideal situation since two people (you and I) can work in parallel to build towards the final product. Else, I would probably have to serialize my time to first build the tools and then afterwards craft the experience, which may be the case if nobody hops on.
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« Last Edit: May 26, 2012, 05:13:52 AM by eddietree »
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porousnapkin
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« Reply #28 on: May 26, 2012, 05:56:53 AM » |
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Whoa! This looks delicious!
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eddietree
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« Reply #30 on: May 26, 2012, 06:35:02 PM » |
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Aw yeah, a Cubic Spline editor!
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eddietree
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« Reply #31 on: May 27, 2012, 04:03:51 AM » |
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« Last Edit: May 27, 2012, 04:12:35 AM by eddietree »
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JackMenhorn
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« Reply #32 on: May 27, 2012, 04:27:53 AM » |
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Glitch shader + katakana makes me happy
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eddietree
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« Reply #33 on: May 29, 2012, 04:07:58 AM » |
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thebarryman
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« Reply #34 on: May 29, 2012, 05:39:11 AM » |
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Wow, this looks incredible!
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eddietree
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« Reply #35 on: May 29, 2012, 06:52:23 AM » |
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« Last Edit: May 29, 2012, 07:03:06 AM by eddietree »
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eddietree
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« Reply #36 on: May 29, 2012, 09:32:16 PM » |
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Did more improvements on the rendering of the eye lens. Also, mad shout outs to Mr. John Polson for posting about this project on IndieGames.
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eddietree
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« Reply #37 on: May 29, 2012, 11:50:56 PM » |
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Not a screenshot, but still cool
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Claw
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« Reply #38 on: May 30, 2012, 12:58:34 AM » |
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So much awesome on display here; the generated music is really cool too. Love the distortion shader. How interactive will this be? It would make THE best screensaver.
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raigan
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« Reply #39 on: May 30, 2012, 05:14:10 AM » |
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Sorry if this is a stupid question, but how are you drawing the graphics -- geometry or textures? (e.g is a circle made of many verts, or just a quad w/ a circular texture) Are you doing anything special/fancy for anti-aliasing?
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