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76  Development / Graphics / Re: Zimble's 3D stuff on: June 17, 2009, 03:14:08 PM
I like it a lot, very good! Smiley But it is very pristine, we will also need DESTRUCTION, no? Cheesy I mean broken/damages walls etc. Or at least a more run-down look after years of lacking maintenance. Smiley
One thing at a time. Tongue
77  Development / Audio / Re: Score sample on: June 15, 2009, 05:38:17 AM
WAV? Yikes; that's a 40MB file we're talking...
78  Development / Audio / Re: Score sample on: June 15, 2009, 04:27:40 AM
Dave: what file format would you prefer?
79  Development / Audio / Re: Score sample on: June 14, 2009, 01:15:21 AM
Dave: To record the guitar part, I'll send you a sample of the track without the guitar, as well as the sheet music. As per other mixing elements, I'm kind of excited to see what you could come up with. Recorded flute parts would also be awesome, as Finale's sound fonts for the flute sound really poor. I'm almost tempted to just use MIDI; it actually sounds closer to the real thing than these sound fonts! If it's a hassle, then don't worry about it.
80  Development / Audio / Re: Score sample on: June 13, 2009, 03:47:29 PM
That's what I'm using now, Dave. As for the volume of the piece, totally my bad. I had used Audacity to increase the velocity, and had exported an updated WAV file...but converted the wrong file in iTunes. Guess what, guys, you just listened to the original Finale playback.  Wink

Here's an updated OGG file: http://www.sendspace.com/file/lmra3j
81  Development / Audio / Re: Score sample on: June 13, 2009, 03:24:46 PM
Maximinus: Don't worry about that yet. I'll have to implement some changes, including volume. I'm surprised at the response, considering how much of the velocity I had to increase. As for an OGG file; I'll have to look into that, too. I won't be able to perform any playback once converting, so I don't know how the sound quality's going to turn out.
82  Development / Audio / Re: Score sample on: June 13, 2009, 04:03:33 AM
It's a good piece, with really strong elements, but I'm not huge on the quarter-note guitar sound; too busy for the whole piece.  It doesn't really seem post-apocalyptic, though it does feel like it backs a village pretty well.
Something to build off of, anyway. I'd probably add more dynamic variety with the guitar, as it's pretty stagnant throughout. I'm going to fix that solo flute portion toward the end; it doesn't seem to fit in. The ending itself is a bit too abrupt, too; I'll extend it a little bit.
83  Development / Audio / Re: Score sample on: June 13, 2009, 01:48:59 AM
You have to wait a few moments before the link appears.
84  Development / Audio / Score sample on: June 12, 2009, 10:09:43 PM
Here's a bit of a draft for the tech demo for the game. It's not fully polished, but it's a working sample. I'll go back and spruce it up in the future, as some of the sounds are a bit too abrasive. I may add further instrumentation, but I don't know yet. We'll see what the general response is:

http://www.sendspace.com/file/lmra3j

EDIT: The original MP3 file was the one that I didn't intend to convert. This file fixes that (It's an OGG document).
85  Development / Mechanics / Re: PERMADEATH on: June 12, 2009, 04:30:27 PM
Offering a permadeath mode as _optional_ choice sounds useful to me. Of course you could stick to permadeath rules yourself but as we plan to include a hardcore mode anyway, why not integrate permadeath into it instead of leaving it to player to not cheat. If players want to save, they could simply play the game in normal mode. Or we even leave permadeath as an option that can be turned on or off at the beginning of the game.
Enable a warning message for gamers who want to enable it. If they want to enable Permadeath, they are unable to disable it once the game begins.
86  Development / Audio / Re: General thoughts on sound and score for PARPG. on: June 10, 2009, 06:03:13 PM
I'd prefer 'minimalistic music with simple instruments' because the world should be a little minimalistic. Also minimalistic doesn't sound so repetitive when looped.
Minimalist as in few musical ideas within a piece, or structurally minimalist with limited instruments - or both?
87  Development / Audio / Re: General thoughts on sound and score for PARPG. on: June 10, 2009, 04:29:42 PM
With talk of a live demo being made available by the end of July, what are the chances of having some music readily available by then? Not a large score, mind you, but perhaps a piece or two. Not much has been discussed about the type of soundtrack that we're looking for, so I'm wondering if we're ready to start pushing some ideas forward and start making some decisions.
88  Development / Audio / Re: Sound FX? (License related) on: June 09, 2009, 03:06:18 PM
So, for right now, I'd suggest we just get stock gun sounds.  If any of us feel more comfortable recording guns in the future, closer to the release of the game, we can think about it then.
Easy. Just record yourself shouting "Pew, pew!"  Wink
89  General Category / Introduce yourself / Re: hey everyone on: June 08, 2009, 06:07:30 PM
Nice to have you on board, Meggie. Hope to see you in the IRC chat.
90  Development / Writing and Quests / Re: Main Story Arc idea on: June 04, 2009, 06:27:11 PM
If you're going to have a tragic ending, I wouldn't go with the anti-climactic "Holy crap now let's kill everyone" route. You can have a tragic ending with a couple of unexpected deaths, but if there's going to be this downward spiral of constant despair and anguish, there needs to be that hint of hope in there somewhere. The idea of a tragic hero is not a bad one, either, so long as it's done properly. How many people here are familiar with Terranigma?
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