Official Codex Discord Server

  1. Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.
    Dismiss Notice

Vapourware Codexian Game Development Thread

Discussion in 'Codex Workshop' started by 20 Eyes, Feb 10, 2012.

  1. Jaesun Fabulous Moderator

    Jaesun
    Joined:
    May 14, 2004
    Messages:
    36,924
    Location:
    Seattle, WA USA
    Torment: Tides of Numenera Divinity: Original Sin 2 BattleTech
    I don't know if this will be any help to you cboyardee, but I name all my compositions some unique phrase. Like when I get to the point where ibring up the save file as prompt, I look around my house, or perhaps someone calls on the phone and I talk to them. Or I look out the window. So then you get a bunch of song titles like Contaminated Milk, A Spiders Web, The Cat Puked A Hairball, The Dishwasher Is Full. Works for me.
     
    • Brofist Brofist x 2
    ^ Top  
  2. GordonHalfman Scholar

    GordonHalfman
    Joined:
    Nov 5, 2011
    Messages:
    119
    Cheers prosper :salute:

    Anyway it turns out my google-fu is restored today and I found this guys plugins:

    http://www.ylilammi.com/BerconGradient.shtml

    Which look to do the job pretty handily.
     
    ^ Top  
  3. eric__s ass hater Developer

    eric__s
    Joined:
    Jun 13, 2011
    Messages:
    2,279
    So I managed to finish a song that I think is good enough for the game. I think with this, I'm finally 100% done.

    https://dl.dropbox.com/u/2957395/turrican dsun.ogg

    I took pretty much all of your advice and put it together. One of the things Excommunicator said was that some of the better melodies might get lost behind the action because they were too slow. I took the arpeggios from 4, 5 and 6, the melody from 1 and the rhythm from Jean Michael Jarre's Oxygene 4 and put them together. I'm pleased with the final result and I appreciate all the suggestions that went into it.

    I don't know if any of you are into making chiptunes, but I put together a .rar that might help you out if you want to get started on X68k music. I used the VOPM VST, which is extremely complicated and took me about a year to master. I included a bunch of the preset sounds that I made as well as some drum samples I ripped from X68k games. The X68k and Sega Genesis soundchips are very similar and I'm pretty sure there are tools you can use to convert my presets into useable Genesis sounds if you want. Anyway, I hope someone can get use out of this! I'd definitely be willing to help anyone get started with FM sound programming.

    https://dl.dropbox.com/u/2957395/vopm.rar
     
    • Brofist Brofist x 1
    ^ Top  
  4. crojipjip Developer Übermensch

    crojipjip
    Joined:
    Jan 11, 2012
    Messages:
    4,253
    x86 the best hardware ever. more of yo0u shohuld program in assembly and discuss assembly manuals. it is attractive to the females. an assembler assembles your asm instructions into binary or derp a derp hex codes. assembly is the family. when you went to school you may of been to one or more assemblies. a gathering of the family. the family. instruction set. assembly. don't tel lme i am wrong.
     
    ^ Top  
  5. Excommunicator Arcane

    Excommunicator
    Joined:
    Oct 19, 2010
    Messages:
    3,386
    I see you have brought the same more-upbeat feel of the other songs into your new one. It fits together with them well. I can really hear Oxygene in it as well, I was listening to that just the other day

    Do you do all of your music as chiptunes?
     
    ^ Top  
  6. Niektory one of some Patron

    Niektory
    Joined:
    Mar 15, 2005
    Messages:
    807
    Location:
    the great potato in the sky
    Here's my turn-based hill climbling simulator.

     
    • Brofist Brofist x 5
    ^ Top  
  7. OuterSpace Scholar

    OuterSpace
    Joined:
    Apr 5, 2010
    Messages:
    155
    Niektory, what'd you use to create that?
     
    ^ Top  
  8. Niektory one of some Patron

    Niektory
    Joined:
    Mar 15, 2005
    Messages:
    807
    Location:
    the great potato in the sky
    The engine is FIFE, with some modifications. The languages used are Python and C++.
     
    ^ Top  
  9. kaizoku Arcane

    kaizoku
    Joined:
    Feb 18, 2006
    Messages:
    4,132
    sounds cool cboyardee
    My opinion would be to replace those angelical chimes during seconds 10-20 to something more fitting.

    I don't know what type of setting you're aiming for but I'm seeing an 80s retro sci-fi, with the main character wearing a leather jacket, holstering his gun, and then heading to his car, and ride throughout a somewhat vandalized urban area, until he reaches a warehouse... where the action is about to begin. Let the hunt begin.

    edit: nevermind, saw what you're working for on page 7
     
    ^ Top  
  10. shihonage You see: shelter. Patron

    shihonage
    Joined:
    Jan 10, 2008
    Messages:
    7,100
    Location:
    location, location
    Bubbles In Memoria
    I started replacing monsters with... better-looking monsters. Player will be replaced too.

    [​IMG]
     
    • Brofist Brofist x 2
    ^ Top  
  11. Davaris Australian Game Developers Developer

    Davaris
    Joined:
    Mar 7, 2005
    Messages:
    6,450
    Location:
    Idiocracy

    GreedCorp the RPG. Yeah!
     
    ^ Top  
  12. Davaris Australian Game Developers Developer

    Davaris
    Joined:
    Mar 7, 2005
    Messages:
    6,450
    Location:
    Idiocracy

    I liked the previous look of the game. It had a simple style that made it stand out.
     
    ^ Top  
  13. eric__s ass hater Developer

    eric__s
    Joined:
    Jun 13, 2011
    Messages:
    2,279
    Hey, sorry for the late reply, I've been super busy lately. I appreciate the comments! A lot of my recent game music has been chiptunes, but I do a lot more than just that. I think it's just the nature of the projects I've been working on and what the people I've been working for wanted. Also kaizoku, I'll mess around with the sounds. I kind of like the contrast between the calm, kind of celestial synths and the rest of the song. I'll see if I can make something better!!

    We've finally gotten the design doc for the action RPG I've been working on to an acceptable point where we can show it to other people and the company is almost registered. Full development will start soon and the goal is for a presentation demo out in the next month or so. Very excited. Things could start getting crazy!
     
    • Brofist Brofist x 2
    ^ Top  
  14. Jaesun Fabulous Moderator

    Jaesun
    Joined:
    May 14, 2004
    Messages:
    36,924
    Location:
    Seattle, WA USA
    Torment: Tides of Numenera Divinity: Original Sin 2 BattleTech
    action RPG

    :/
     
    ^ Top  
  15. Davaris Australian Game Developers Developer

    Davaris
    Joined:
    Mar 7, 2005
    Messages:
    6,450
    Location:
    Idiocracy
    I like what you have done with the wall and I like the glowy bits. It makes it look kind of cool. But adding the better looking monsters, makes it look like everything else out there.
     
    ^ Top  
  16. shihonage You see: shelter. Patron

    shihonage
    Joined:
    Jan 10, 2008
    Messages:
    7,100
    Location:
    location, location
    Bubbles In Memoria
    Which ones did you think were better in the past? I've been changing it so often, it's hard to keep track.

    My cousin still believes the monsters looked best as letter "M" of various colors. But while it certainly is ... unique... I don't know if that's sellable.

    There's been 3 main stages: letter M, my ugly "programmer art" monsters, and the above stuff I found on the interwebs that is free for commercial use.
     
    ^ Top  
  17. eric__s ass hater Developer

    eric__s
    Joined:
    Jun 13, 2011
    Messages:
    2,279
    I know a ton of artists and it's pretty easy to crank out graphics for tile-based roguelikes, do you want me to talk to a few and see if I can get any on board?
     
    ^ Top  
  18. shihonage You see: shelter. Patron

    shihonage
    Joined:
    Jan 10, 2008
    Messages:
    7,100
    Location:
    location, location
    Bubbles In Memoria
    Well, I don't really see what is the problem with the monster images I'm putting in now. Or rather, how would new images be better. Otherwise, I could use my Shelter artist for this, too. Except with the whole job-quitting business, I try not to spend money where it can be avoided.
     
    ^ Top  
  19. Davaris Australian Game Developers Developer

    Davaris
    Joined:
    Mar 7, 2005
    Messages:
    6,450
    Location:
    Idiocracy

    I like what you have in the picture you posted just now, except for the new brown and slime green pixel monsters. The glowing green guy and water is great and I like the secure text. You could pixel animate the red, green and blue to make it look modern. I like the chunky stone walls and that is all I would use for 3D art. The floor looks fine. The yellow door looks horrible. I would use glowing red barriers to represent doors instead. The red blobs I assume are monsters? I would use the same style as the green man for monsters, but make different kinds of red monsters. The green guy has an Ultima I Ultima II look, which I think is stylish in the way you have done it. I would look to the Ultima I, II style for your monsters, but keep the 3 color scheme you have now - player and friendlies are green, monsters are red, water is blue.

    I wouldn't use more than 3 colors for the glowing pixel art your game. There are websites on the net that help you select color schemes. There is a good program on Linux that also does it. However the 3 colors I mentioned look good to me.

    When I saw your game in action, I thought of Defender for some reason, which is kind of cool. Perhaps you could look to that for pixel effects during combat?

    As for the interface I would go for something that is chunky 3D wood, if it is a fantasy game, with a screen showing weapons, in the glowing pixel style. Something like a cross between this

    [​IMG]

    and this:

    [​IMG]

    Yeah I know, Fallout influence, but I would go with an Ultima I II style for the inventory items. :)
     
    ^ Top  
  20. Niektory one of some Patron

    Niektory
    Joined:
    Mar 15, 2005
    Messages:
    807
    Location:
    the great potato in the sky
    Update time! Thanks to vacation I was able to do a good chunk of work. Now that it's over I'll go back to my usual snail pace...

    So, stuff I managed to cram in:
    - complete pathfinder rewrite
    - line of sight calculation and display
    - basic turn-based combat
    - some shadows
    - a nice-ish brick tile

     
    • Brofist Brofist x 7
    ^ Top  
  21. eric__s ass hater Developer

    eric__s
    Joined:
    Jun 13, 2011
    Messages:
    2,279
    https://dl.dropbox.com/u/2957395/chandragupta2.ogg

    Have to make 3 more songs for that platformer because the dude keeps adding new gameplay modes, but that's cool. This sounds like 90s trance or something (I have no idea??) but it experiments with some cool techniques I've never used before like manual arpeggios.

    Also, we're working full steam on that action RPG now. I can't believe how well it's going. I've been thinking about this game for over 5 years and now it's finally happening. I hope it continues to go this smoothly. We were planning on kickstarting this in a few months, but it's going a lot faster than we had originally planned so we may even be able to do it in September or October. Also, it's the sequel to a very stupid game.
     
    • Brofist Brofist x 1
    ^ Top  
  22. Destroid Arcane

    Destroid
    Joined:
    May 9, 2007
    Messages:
    16,620
    Location:
    Australia
    cboyardee when you are making music like that, how do you decide how to break up the instruments across the stereo stage? A lot of music like this has pretty strong divisions, but I can't think of any particular reason to have any, since they aren't real instruments replicating a band on a stage.
     
    ^ Top  
  23. eric__s ass hater Developer

    eric__s
    Joined:
    Jun 13, 2011
    Messages:
    2,279
    Well, I'm writing it within the limitations of the FM Towns/X68000 computer, which had very primitive stereo panning. Instead of a wide range of panning, like modern sound programs have, it has a left (in which the sound is only played in the left ear), a right (where it's only played in the right) and a center (where it's played in both). This is also how systems like the Amiga, Sega Genesis and Super Nintendo handled stereo panning. When sounds are played exclusively in one ear, you realize how much 'weight' a sound has and you have to balance each ear so that they have an equal amount of weight. That's kind of a weird concept, but here's an example.

    https://dl.dropbox.com/u/2957395/ch2.mp3

    The first part of the song shows how it usually sounds, but in the part immediately after that I remove one channel from the left ear. Even though you don't really notice that channel when it's on and it doesn't contribute much to the melody, it does contribute to the weight of the left ear. In the second part, the song plays normally again but pay close attention to the lead instrument in the left ear. If you listen carefully, you can hear a quiet channel that plays the same melody and instrument a half second later in the right ear. In the part after that, I remove the right ear channel and you realize how much weight the left ear melody has. The reverb channel in the right ear doesn't add much to the melody (the reverb effect is cool) but it does add weight to the right ear and balance things out.

    So a lot of the time it's more difficult to balance out the stereo panning than it is to actually write songs because of how strong the divisions in right, center and left are. You've also only got a limited number of sounds you can make at any one time - 8 sounds + 1 sample channel. It's kind of weird to put it this way with such old, primitive technology, but it's as much about production and engineering as it is about song writing.
     
    ^ Top  
  24. Excommunicator Arcane

    Excommunicator
    Joined:
    Oct 19, 2010
    Messages:
    3,386
    Your best song yet I think, cboyardee.
     
    ^ Top  
  25. Mother Russia Andhaira Dumbfuck Queued

    Andhaira
    Andhaira
    Joined:
    Jan 6, 2012
    Messages:
    3,879
    Codex 2013
    Would it kill you fucks to also mention what programming language you are doing all the programming in?
     
    ^ Top  

(buying stuff via the above buttons helps us pay the hosting bills, thanks!)