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1368061 Posts in 64193 Topics- by 56126 Members - Latest Member: josephpanchal

October 20, 2019, 10:06:43 PM

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TIGSource ForumsPlayerGeneralManic Miner vs. Rick Dangerous
Poll
Question: Which is harder (and less forgiving)?
Rick Dangerous - 13 (48.1%)
Manic Miner - 14 (51.9%)
Total Voters: 24

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Author Topic: Manic Miner vs. Rick Dangerous  (Read 21741 times)
BMcC
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Brandon McCartin


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« Reply #60 on: February 21, 2007, 08:22:31 PM »

Need music? Cry

I think it would be cool to write some stuff with a classic GameBoy vibe.

Definitely!  Games need music, yeah?  Wink

Though, I was planning on doing music too.  (I know, I'm losing it over here!)  Long story short, I've never had the ability and opportunity to score a game before, but now I... do.  But who am I to turn you away?  Smiley  HOP ON IN.
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Arne
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« Reply #61 on: February 22, 2007, 12:21:12 AM »

Music
If going all out, I was thinking maybe one little tune per section of the game (Lava, Warehouse, Forest, etc). Just simple looping elevator chip tunes?
Otherwise a simple intro screen tune would do, along with all the sound effects for the creatures/droids, jump, death. I quite like the intro tune for M.U.L.E., and the one in Giana Sisters is Epic.
A retro style would be cool, no samples, just synth stuff (triangle/square/sine). Maybe a nasty LCD game MRREEP MREEEP when you die? A boot/credit/crew cracktro tune and text scroll would be cool too...

I don't know much about music editors nowdays, but I used to do stuff in StarTrekker 1.3 for the Amiga. I think I tried some ModPlug a few years ago.


Resolution
Yeah a border could work, 320*240 in total, 640x windowed at 2x, and fullscreen. I just thought a GBA rez would be nice if I ever finished then ported it, but the GBA days are kind of over. DS have a slightly higher rez.
Yes, I think a got the GBA resolution wrong for the fake screens.

In BlitzMax I actually have a game I made in 128*128px, then I scale it realtime every frame (SetScale 4.0,2.0 for phat wide pixels), because computers are fast these days (BMX uses openGL). I used Integers (int or long) for the positions of the characters, then divided by the precision I wanted per pixel.

« Last Edit: February 22, 2007, 12:23:32 AM by Arne » Logged
Alec
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« Reply #62 on: February 22, 2007, 12:40:28 AM »

This-ish? http://zaphire.ca/mp3/levelselect.mp3

Kinda sounds like if an NES and Genesis mated to me.

Also posted on that other thread that's about the same thing. Tongue
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Derek
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« Reply #63 on: February 22, 2007, 12:47:23 AM »

Let's keep all discussion to the new game on the other thread!  I'm locking this one. Smiley
« Last Edit: February 22, 2007, 01:55:19 AM by Derek » Logged
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