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TIGSource ForumsCommunityDevLogsAnodyne - Android version available now
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Author Topic: Anodyne - Android version available now  (Read 104978 times)
Sean Han Tani / seagaia
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« Reply #280 on: November 22, 2012, 11:18:36 AM »


been working on a boss song...it's not supposed to be too intense, but maybe this gets too intense? it's only for part and it will reduce in intensity


http://tindeck.com/listen/ariw
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Sean Han Tani / seagaia
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« Reply #281 on: November 23, 2012, 11:46:49 PM »

it's my thanksiving break, but it's not really a break at all, it just meant i had little free time on thursday and now I have a few days to finish a lot of crap.

I tricked myself into not believing that today, and made a lot of headway on the *last* boss of the game. phew!

and I wrote some dialogue!!! it might be terrible!


we're implementing virtual memory in a toy OS for my OS class. it's painful.


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amidos2006
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« Reply #282 on: November 24, 2012, 12:31:27 AM »


been working on a boss song...it's not supposed to be too intense, but maybe this gets too intense? it's only for part and it will reduce in intensity

http://tindeck.com/listen/ariw

mmmm.... I think its intense and looks like its a happy track for a boss fight, I don't feel it will fit good but may be in action have different feeling than that Smiley
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poe
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« Reply #283 on: November 24, 2012, 09:46:07 AM »


been working on a boss song...it's not supposed to be too intense, but maybe this gets too intense? it's only for part and it will reduce in intensity

http://tindeck.com/listen/ariw

mmmm.... I think its intense and looks like its a happy track for a boss fight, I don't feel it will fit good but may be in action have different feeling than that Smiley
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Sean Han Tani / seagaia
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« Reply #284 on: November 24, 2012, 10:29:10 AM »

yeah, I'm wondering if it will "work". but I think, given the story, and the boss itself, it might work out. i'll make the final judgment call later.

if i showed the rest of the song so far it might make more sense - that's a mini-climax, but right at the end you can hear that "stress" letting off a bit - then it goes back to a little more relaxed (like the beginning).

fight songs can be weird . though I use a generic one for the dungeon bosses (which I'm still waffling with just writing re-interpretations of the dungeon songs for each boss fight), the other bosses are tied to the story so you sort of have to write the song to the meaning of the battle, the character and so forth.
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flipswitchx
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« Reply #285 on: November 24, 2012, 11:04:50 AM »

I like it. It is dreamy and fighty. fighty? jeez, sorry, menacing! At first I was like 'oh its a coffee house! oh wait. oh. oh no (but oh yes)'
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Sean Han Tani / seagaia
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« Reply #286 on: November 24, 2012, 10:55:24 PM »

I like it. It is dreamy and fighty. fighty? jeez, sorry, menacing! At first I was like 'oh its a coffee house! oh wait. oh. oh no (but oh yes)'

yes yes yes yes eggs


anyways been working on the sounds of that a bit, it's not as..jagged. what a weird adjective.

--

er, our indiedb page apparently can be rated.

Someone rated it a 9.

obviously the right thing to do is now go vote it a 10.

Before someone votes it a 1 and then the rating is 5.

<_>

http://www.indiedb.com/games/anodyne

http://www.indiedb.com/games/anodyne
http://www.indiedb.com/games/anodyne

------


I worked on a boss today. and a little dialogue. mostly procrastinated and played catchup with school, though.
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Sean Han Tani / seagaia
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« Reply #287 on: November 25, 2012, 06:23:58 PM »

well that song is done.

you will get to hear it later. not now!

o_o


and the associated boss...almost code-complete.

still need gfx and sfx.

---

listening to perfume's JPN album. it's pretty good at times. i like a few of the song a lot, the others are good but not like super remarkable.

---

in other news, i'm probably going to be running a kickstarter in January, in parallel with the release of the pc/mac/linux/android versions, to fund an iPad + iPhone, and disaster funds (case of stolen laptop...I don't live in a great part of town). to make an iOS port, of course!  this is because you dont get your money for a while when selling the game (though i plan to selli t through my site)

and it will help get the word out about the game, I believe.

...
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poe
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« Reply #288 on: November 26, 2012, 11:54:23 AM »

well that song is done.

you will get to hear it later. not now!

o_o


and the associated boss...almost code-complete.

still need gfx and sfx.

---

listening to perfume's JPN album. it's pretty good at times. i like a few of the song a lot, the others are good but not like super remarkable.

---

in other news, i'm probably going to be running a kickstarter in January, in parallel with the release of the pc/mac/linux/android versions, to fund an iPad + iPhone, and disaster funds (case of stolen laptop...I don't live in a great part of town). to make an iOS port, of course!  this is because you dont get your money for a while when selling the game (though i plan to selli t through my site)

and it will help get the word out about the game, I believe.

...

Yeah it could definitely help, I'll hopefully be able to kick in some money as well Smiley
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Sean Han Tani / seagaia
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« Reply #289 on: November 27, 2012, 01:47:40 PM »

some timeline things:

5 month birthday of Jon and I working on the game together.

6 month birthday of this devlog!

~8 month birthday of the game since inception of idea and my early work.
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Sean Han Tani / seagaia
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« Reply #290 on: November 27, 2012, 05:29:11 PM »

One of the later areas in anodyne needed a static filter. So I looked up how to grayscale something to a set of shades, and then looked at some dithering thingy and got this after a while.

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gimymblert
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« Reply #291 on: November 27, 2012, 06:10:07 PM »

DON'T LOOK AT THE SLENDER MAN .... TOO LATE!
/lamejoke.fr
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Sean Han Tani / seagaia
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« Reply #292 on: November 27, 2012, 10:42:44 PM »

DON'T LOOK AT THE SLENDER MAN .... TOO LATE!
/lamejoke.fr

i employ no cheeep skarez. do not believe  Panda

here's a funny one where i goofed on some bit shifting




an older static thing

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beetleking22
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« Reply #293 on: November 28, 2012, 12:53:46 AM »

Really enjoyed the demo.  I have nothing constructive to add, just that this was an awesome game experience because it really does capture the feel of classic SNES games while having its own style.  Looking forward to release--this is definitely on my xmas list.

Thanks, I'm especially glad you liked its style...we definitely wanted to do that so it wasn't just totally a super-homage of Zelda (though in many ways it is!)

Put it on your new year's list! It'll be out in early January (we hope!)


Seagaia can I ask you some question? I would like to make my own music to my games.. Does it need many years of experience to make some kind of game music? Should I learn first to play with  real life instrument? You have done pretty good music.

Thanks, I'm glad you like the music. While you can go and make game music right now, getting it to sound okay will be very hard if you don't have much musical background:

You don't necessarily need to learn a real life instrument, but it may be very useful because you'll gain a basic understanding of theory which is very useful when you need to put a song together - they're not rules you have to follow strictly, but they may make your life easier when listening and learning from others' music.

This: http://academic.udayton.edu/tobyrush/theorypages/
might be useful. I would read the fundamentals, you more or less need those. Try to find an instrument of some sorts, to follow along with.

I wouldn't really worry about learning to play an instrument *well*. It's definitely useful, but by no means needed (though you should still do it if you can) to be able to play concertos or the like...

In any case, you will need to listen. A lot. Listen to lots of music. Try to transcribe it. It will be hard at first - I remember it took hours to transcribe Golden Sun's world map theme when I was 9. Now I could do it from memory and add my own stuff, too.

There's a lot of things you can do. For most of my life I played, listened, transcribed. I didn't really start writing music till ~2 years ago (I had done one-off things occasionally), but all of the other musical experience has let me pick it up pretty fast.

So yeah, start slow. Learn some easy songs on an instrument. Listen to music, transcribe some easy stuff, try writing a simple melody. There are right and wrong ways to do all of the previous...but you can look into it more. If you're persistent you'll eventually get good at it, I think.

And once you're good, well, there's no ceiling so you have to keep making music and getting better! My audio production is pretty bad (but I can get away with it sort of with Anodyne), but I make up for it with the writing, I think, which sort of makes sense, since I haven't been writing for the computer for a very long time - but I still try to stay aware of audio production so I get better at it.


Im very sorry for late post! This is big lesson and inspiration for me and thousands of thanks to you! New screen is pretty awesome too i like that green color palette.. It looks a bit creepy.
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Sean Han Tani / seagaia
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« Reply #294 on: November 28, 2012, 07:47:56 PM »



Im very sorry for late post! This is big lesson and inspiration for me and thousands of thanks to you! New screen is pretty awesome too i like that green color palette.. It looks a bit creepy.

thanks! good luck with the music. i'm glad you like that screen, though I don't think i will be using it in any major area - it was one of those happy mistakes that occasionally happens when fussing around with graphics.

---


did a lot of music today - playing with random ideas....toying with the idea of short loops for the bosses rather than a generic one. iono. iguess i might have the time.

also gotta plan stuff out, like the ending sequence (visually - i have the words down), and our release trailer, etc.

i've actually ran out of stuff to program that is major, so i've been doing tiny polish things, random other secret things Smiley

like this what is this i will never tell you hahahaha!


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Sean Han Tani / seagaia
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« Reply #295 on: November 29, 2012, 11:15:50 AM »

song i'm working on

http://soundcloud.com/seagaia/soft-wip-for-anodyne
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PsySal
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« Reply #296 on: November 29, 2012, 06:58:59 PM »

Just reaffirming that I lurk this thread obsessively. Smiley
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Sean Han Tani / seagaia
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« Reply #297 on: December 01, 2012, 12:36:42 AM »

Just reaffirming that I lurk this thread obsessively. Smiley

thanks calvin! i don't think we'll be making the twntytwlv lsit o_o we're releasing in january now. imean maybe the game will be done before then. that seems kind of insane, it being done in this same month. holy shit i can't breathe now okay.

---

you should retweet/favorite this tweet to help us win a devkit for OUYA!!! that would be mad neat-o.

And if you have an indiedb, throwing us a 10 and voting us for indie of the year would be rad, too: http://www.indiedb.com/games/anodyne

---

I did mostly news-y stuff today. this morning i wrapped up a song more, but i need to fix some smaller issues with it. got a few ideas for random little things to add...you know, secrets.. :D
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amidos2006
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« Reply #298 on: December 01, 2012, 12:48:06 AM »

woooow lots of amazing updates since last time I visit Smiley the game gets cooler day after day and I get impatient about it Smiley SO FINISH IT FAST :D

And if you have an indiedb, throwing us a 10 and voting us for indie of the year would be rad, too: http://www.indiedb.com/games/anodyne

Voted for it for sure Wink and a 10 is defiantly less than what I wanted to give it as this game in my view deserve 100 out of 10 :D
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Joshua
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« Reply #299 on: December 01, 2012, 08:48:05 AM »

we're implementing virtual memory in a toy OS for my OS class. it's painful.

Haha. <nostalgia>Reminds me of my university days... </nostalgia>

Edit: Sorry if this is very delayed. Apparently the 'next' link took me to a random page in your dev thread. Facepalm
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