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TIGSource ForumsCommunityDevLogs...KILL COMMANDO [FPS, C64-like, 3D, ultraviolence][Released]
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Author Topic: ...KILL COMMANDO [FPS, C64-like, 3D, ultraviolence][Released]  (Read 13542 times)
Tuba
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« Reply #60 on: October 17, 2016, 09:50:11 AM »

Feels really weird to play a fps nowadays with keyboard only controls and no mouse look, even if it's old. Modern FPS controls should be the default but it might be good to leave an option to switch to "retro" controls. Shouldn't be hard Huh?
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gamesthatcouldbeworse
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« Reply #61 on: October 17, 2016, 10:08:34 AM »

You mean with Page Up/down as in Duke Nukem?

btw. here is a good demonstration:

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Tuba
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« Reply #62 on: October 17, 2016, 10:40:35 AM »

Yes, although it seems like you really need the mouse in that gif.


Great blood effect btw
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gamesthatcouldbeworse
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« Reply #63 on: October 24, 2016, 10:00:53 AM »

Parallel to the trailer I began with the most complex level: a highway-bridge above a cyberpunk-Tokyo:



inspired by:



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gamesthatcouldbeworse
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« Reply #64 on: October 30, 2016, 11:17:21 AM »

Recorded the soundtrack today! 20 songs.
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gamesthatcouldbeworse
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« Reply #65 on: November 01, 2016, 08:44:25 AM »

continued with the Tokyo level:

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kalyrical
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« Reply #66 on: November 01, 2016, 09:01:59 AM »

Loving the Tokyo inspired level! The choice of colors is also really well done Smiley
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gamesthatcouldbeworse
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« Reply #67 on: November 02, 2016, 10:01:54 AM »

Yeah, I think this level has the most beautiful background. But it is a kitschy postcard sky.

Now I added a "count up" for collected ammo:

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gamesthatcouldbeworse
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« Reply #68 on: November 10, 2016, 05:17:33 AM »

Began with the equalizing of the songs. It is really tricky to make it sound well (and similar) on different speakers and headphones. I got the best results when I cut off everything below 200 Hertz and above 5000 Hertz. This generates a very synthetic sound that reminds me of old devices. And it removes those frequencies that are a pain in the ears if you hear them too long or too loud.
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gamesthatcouldbeworse
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« Reply #69 on: November 24, 2016, 11:27:21 AM »

Mixing is done! I decided to use a frequency range from 250 to 8000 Hertz. The "Whoop Whoop" moments caused by interference effects disappeared and it seems to sound very similar on different devices.

I composed 20 tracks and some levels have their own melody, for example Marrakesch:





The Boss-levels have a speedmetal soundtrack:





and the levels that take place on a car or a train get some fast and hypnotic tracks:

https://www.youtube.com/watch?v=Z2VtLoqKYl8


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Tuba
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« Reply #70 on: November 24, 2016, 11:44:31 AM »

Music is pretty good. Very C64 like Smiley
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gamesthatcouldbeworse
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« Reply #71 on: November 25, 2016, 11:42:34 AM »

That's good to hear  Smiley

The selfcoded synthesizer has one huge drawback: it only supports isolated staccato sounds. There's alot of C64 and Amiga music that is dominated by a continuous sound that changes it's tune only by bendings. This is very typical but I couldn't reproduce it.
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io3 creations
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« Reply #72 on: November 26, 2016, 10:33:35 AM »

Having recently revisited a few Rob Hubbard c64 game music (Commando, Monty on the Run), your tracks are quite similar to c64 music "style". Smiley
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gamesthatcouldbeworse
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« Reply #73 on: December 14, 2016, 10:42:21 AM »

Trailer is almost done!  Gentleman
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gamesthatcouldbeworse
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« Reply #74 on: December 21, 2016, 10:36:27 AM »

Trailer!



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gamesthatcouldbeworse
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« Reply #75 on: January 05, 2017, 11:47:39 AM »

Todo before release:
-skyscraper office level
-final boss level
-menu animation
-win animation
-intro
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gamesthatcouldbeworse
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« Reply #76 on: January 07, 2017, 07:45:05 AM »

started with the office level:

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gamesthatcouldbeworse
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« Reply #77 on: January 14, 2017, 07:05:39 AM »

Inspired by my former employer:

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gamesthatcouldbeworse
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« Reply #78 on: January 26, 2017, 11:20:25 AM »

began with final level:

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gamesthatcouldbeworse
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« Reply #79 on: February 08, 2017, 10:12:29 AM »



Someday, in the office
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