The 16 gig download is still available here: http://www.sonniss.com/gameaudiogdc2016/there's that TEN GIGABYTE gdc sound library that was just up a week ago
Aw.
My.
GAWD.
They are two separate bundles, I'm pretty sure. One was released for GDC 2015 and the recent one was GDC 2016. So you're getting a whopping 26 gigs of royalty-free professional sounds!Wait, so does the 16gb one INCLUDE 10gb one? Is it just an updated version?
Drawback is that they are kind of teasers of larger sound libraries. You don't get any full sets. Still, really good.
Drawback is that they are kind of teasers of larger sound libraries. You don't get any full sets. Still, really good.
True, in my case I found perhaps 5-10 useful sounds among the bunch (in the 2016 bundle). Will have to check the previous year one.
5-10 useful sounds in 16gb of sounds??
It's gonna take me a while to download this on my potato link and see for myself... better not be right.
Yeah I'm in the same boat - not sure if I'm gonna have a finished game by the deadline, because there's still so much to do, and not much free time with work and other things going on.I'd love to do more with my tile set but I have no time if I'm also gonna have to draw more enemies, come up with AND implement combat system, and create a dungeon that takes at least 15 mins to play through.
Also gonna need sounds and music. Guess I could try make the music myself.
Yeah I'm in the same boat - not sure if I'm gonna have a finished game by the deadline, because there's still so much to do, and not much free time with work and other things going on.
Right now I have a maze-walking simulator. I'm going to try tackling game mechanics next, which will be a combination of combat and navigation puzzles. I can crank out some more sprites and visual polish at the last minute if I need to.
For sounds I'm probably going to use a generator like JFXR or LabChirp, to get basic attack sounds, spells and interface blips or whatever.
I've had ideas for a contemporary/urban fantasy CRPG floating around in my head for several years now, so I thought that I would put together a prototype using the same tools that I used for this one. I had to spend a lot of time finding the right balance between realistic proportions and what works best with a 3/4 top-down camera, as well as what is needed for pathfinding (i.e. wide sidewalks).
Quick weekend update.
Getting there somehow. Got most of the shit working nicely, just need to rig AI components into the mix somehow, put some actual indicators about the attack/defend sequences (probably floating text, no room for a log), rig in the body part attack location selection UI and polish a bit.
your game breaks the competition rulessince it's not true low res and just upscaledbecause it doesn't adhere to the 64x64 pixel rules.
for instance, you use non-pixel movement in the headbob animation
shoulda read the rules mang
alright, good job mangyour game breaks the competition rulessince it's not true low res and just upscaledbecause it doesn't adhere to the 64x64 pixel rules.
for instance, you use non-pixel movement in the headbob animation
shoulda read the rules mang
Yea, headbob animation is just early dummy test that I forgot about really so thanks for reminding me.
Aside from that, the only thing that's not right is the name input field and I think I'll just get rid of it completely since I don't want to bother with making it right.
Otherwise, everything's following the pixel thing.