Anyone here have any tips for handling music? What programs do you use?
I've been testing a few things, currently checking through Reaper a little, but the default plugins leave a little to be desired. I just want something that can create realistic piano notes, maybe some guitar/violins.
Youtube. Honestly. All the best tutes are done by fans and free on the 'tube. People make songs live on sites like twitch with it too which is a great resource.are there any good tutorial sites you could recommend?
"Anyone here have any tips for handling music? What programs do you use?
I've been testing a few things, currently checking through Reaper a little, but the default plugins leave a little to be desired. I just want something that can create realistic piano notes, maybe some guitar/violins."
Pretty much any program out there will have a semi-decent realistic piano/guitar/violin either through built-in sample patches or via a 3rd party plugin.
I use Renoise which looks a bit arcane at first, but is actually very intuitive and fast. It's also very cheap and the "demo" is non-ending and 99% fully featured.
I thought about pre-made audio, even checking over the Unity asset store, but I'm making a dungeon crawler, so I need RPG music (mainly for areas and battles). I might still consider sound effects though.For our first game we just used the clips from Logic Pro. It comes with gigs and gigs of audio clips and sound effects. It's a children's game so we didn't need anything fancy.
Some of the images I saw on the main website did look a little complicated, so I'd guess videos are the best option there. Thanks, I'll give a few tutorials a look.Youtube. Honestly. All the best tutes are done by fans and free on the 'tube. People make songs live on sites like twitch with it too which is a great resource.
The program is very visual, you have a rack and add devices (synths, samplers, drum machines, effects etc), can load/save patches into them and just go nuts with dials and spinners until you feel comfortable with how they change the sound. Here is the companies own " Intro to reason" vid - http://www.youtube.com/watch?v=5o1dTrYXbrU
There are also numerous free plugins that will work with any program that supports them that you may want to try, if you don't want to spend more money than you need to.
http://www.kvraudio.com/q.php?search=1&q=piano&pr[]=f
Anyone here have any tips for handling music? What programs do you use?
I've been testing a few things, currently checking through Reaper a little, but the default plugins leave a little to be desired. I just want something that can create realistic piano notes, maybe some guitar/violins.
Some crazy shit happened at GDC.
Hmmmmm.
Some crazy shit happened at GDC.
Hmmmmm.
Voice actresses to promote There Came an Echo?paid female dancers?
Congratulations on the offer. It's a tough decision, but if you accept more funding do you lose some of your independence? It might be a worthwhile tradeoff to you to keep the smaller scope but have greater control over everything.It's a funding thing; I just got back, I'm a little torn. My Kickstarter was successful, but if I end up getting more funding, it could grow the scope of the project, and push back the intended release date...
I guess I should ask the Kickstarter backers, but I can't, really, because nothing is guaranteed. It's a tough situation.
There were extremely strong implications that I would still have full creative control over everything, but who knows what'll be on that contract...Congratulations on the offer. It's a tough decision, but if you accept more funding do you lose some of your independence? It might be a worthwhile tradeoff to you to keep the smaller scope but have greater control over everything.
"Anyone here have any tips for handling music? What programs do you use?
I've been testing a few things, currently checking through Reaper a little, but the default plugins leave a little to be desired. I just want something that can create realistic piano notes, maybe some guitar/violins."
Pretty much any program out there will have a semi-decent realistic piano/guitar/violin either through built-in sample patches or via a 3rd party plugin.
I use Renoise which looks a bit arcane at first, but is actually very intuitive and fast. It's also very cheap and the "demo" is non-ending and 99% fully featured.
Thanks, didn't know there was a whole thread about creating music; I'll browse it later for tips.You can check out this thread:
http://www.neogaf.com/forum/showthread.php?t=390150
That's tough.It's a funding thing; I just got back, I'm a little torn. My Kickstarter was successful, but if I end up getting more funding, it could grow the scope of the project, and push back the intended release date...
I guess I should ask the Kickstarter backers, but I can't, really, because nothing is guaranteed. It's a tough situation.
For what it's worth, I say you should go for more funding. It doesn't hurt to at least keep the conversation going.There were extremely strong implications that I would still have full creative control over everything, but who knows what'll be on that contract...
My previous game is "done". I should probably post video of it. Moving on to the next of three minigames:
I like it when things glow.
My previous game is "done". I should probably post video of it. Moving on to the next of three minigames:
I like it when things glow.
What happened to your game? Did you publish it somewhere or your goal was just to complete it?
sexy, what engine?
It's not released yet. It's actually intended to be a small part of a larger game. So is this one. And after this, I'm contracted to do one more small-ish game.
I make all my games using Multimedia Fusion 2. I'm probably not doing the glow effect in the most efficient way, and if I get too crazy with things it might break collision detection, so I have to be careful.
Anyone here have any tips for handling music? What programs do you use?
I've been testing a few things, currently checking through Reaper a little, but the default plugins leave a little to be desired. I just want something that can create realistic piano notes, maybe some guitar/violins.
It's not released yet. It's actually intended to be a small part of a larger game. So is this one. And after this, I'm contracted to do one more small-ish game.
I make all my games using Multimedia Fusion 2. I'm probably not doing the glow effect in the most efficient way, and if I get too crazy with things it might break collision detection, so I have to be careful.
There were extremely strong implications that I would still have full creative control over everything, but who knows what'll be on that contract...
I mean, is it ever really a case of "you have enough funding already"? I could use the money to do full localizations, proper QA, hire another programmer, pay a proper sound designer instead of asking one of my music guys to do it, look for better acting talent, ensure a day one Mac/Linux port, include Oculus Rift support, license AI tech...the possibilities are all over the place. While I did say that June 2014 was a targeted date, I did very explicitly say that it was simply a target.Money is just money, unless they offer something else I'd just drop it if you feel you have enough funding already. Also, you should know better than grow the scope of the game leave that for the DLC at least and give it for free to KS backers you promised them a date, don't push it back.
www.playiridium.com/oculusrift for an explanationOculus Rift support on an isometric strategy game
I kinda want to see that
I mean, is it ever really a case of "you have enough funding already"? I could use the money to do full localizations, proper QA, hire another programmer, pay a proper sound designer instead of asking one of my music guys to do it, look for better acting talent, ensure a day one Mac/Linux port, include Oculus Rift support, license AI tech...the possibilities are all over the place. While I did say that June 2014 was a targeted date, I did very explicitly say that it was simply a target.
I think the best move is to just keep talks open and see where it goes.
I'm by no means a pro game developer, or a pro game player, but I tend to agree with what BomberMouse has said in the last couple of posts. Keeping a tight focus on features, matching backer expectations, and avoiding letting something grow too big could be key aspects.Maybe I'm in the minority but I doubt half of those make the game significantly better. IMO you should deliver the game as soon as posible and build on top of that, don't fall prey to feature bloating.
I thought exact the same thing. But I can understand feep, the Rift must beMaybe I'm in the minority but I doubt half of those make the game significantly better. IMO you should deliver the game as soon as posible and build on top of that, don't fall prey to feature bloating.
www.playiridium.com/oculusrift for an explanation
None of those features are really "feature bloat", though. I wouldn't add more to the game, really, in terms of content. But with the massive amount of voiceover involved, localization would be a really big deal...I could reach out to three times the audience. Plus, localization can be done concurrently with development, for the most part...external companies handle it. I would be curious to hear Noogy's stance.
Send me an E-mail at iridium@playiridium.com! I shalt save thee!Haha, I don't know if I could offer anything you don't already know. I wish I had a breakdown of sales per region, to get a better sense of whether localization was worth it (Leaderboards suggest healthy sales everywhere, but loc was EXTREMELY costly. Note that I didn't loc VO, only the strings.)
Loc honestly sounds like a nightmare for TCAEcho, considering what you are doing with voice recognition. It sounds very exciting, as does these opportunities you are hinting at, but I admit I don't envy your position, despite being a great position to be in
BTW, I'm totally in the dark with a particular C+ issue (as a C#) guy. I'm sure you know in regards to what... save me Feep! You're my only hope!
Actually, thinking about this further, I think one of the biggest issues is the resolution (unless you are depending on the consumer model with the higher resolution display). I think any sort of application like you describe that involves reading ingame displays is going to have heavy resolution issues. Maybe all of the ingame screens in the command center could contain symbolic data instead of text data, but for any sort of strategy game that sounds like a bit of a nightmare. :Swww.playiridium.com/oculusrift for an explanation
Why wouldn't I target the consumer version?Actually, thinking about this further, I think one of the biggest issues is the resolution (unless you are depending on the consumer model with the higher resolution display). I think any sort of application like you describe that involves reading ingame displays is going to have heavy resolution issues. Maybe all of the ingame screens in the command center could contain symbolic data instead of text data, but for any sort of strategy game that sounds like a bit of a nightmare. :S
I guess what I'm saying is, you would be developing on and planning for hardware that doesn't exist yet. It will -probably- exist, but depending on future hardware functionality at the kickstarter stage rather than existing functionality (e.g. the low-resolution operation currently support by the Rift) seems risky. It's just my opinion though, from the perspective of a random internet person/developer/end user.Why wouldn't I target the consumer version?
This is from a single-level prototype of Koboshi, a 2.5d platformer we've been working on lately. What started out as a simple test has evolved into a fairly large, functional level. There's still lots of stuff that needs to be added (like sound, gameplay twists, enemies and levels etc).
We're using the Unity engine, with the iPad 2 as our current target platform (phone support to follow). Our ambition is to have the game running at a steady 60 fps.
Any feedback is welcome at this point (graphics, mechanics, bugs etc). If you are interested in trying it out on an actual iPad, pm me and I'll send the demo through TestFlight.
Or you can play it in a browser: http://dev.blackbeardgames.com/koboshi/
Well, to be honest, Oculus Rift support is basically an afterthought when it comes to designing the game itself. I can EASILY wait until January 2014, or later, to decide whether or not it'll be a good fit. I'm sure I'll have a much better idea by then.I guess what I'm saying is, you would be developing on and planning for hardware that doesn't exist yet. It will -probably- exist, but depending on future hardware functionality at the kickstarter stage rather than existing functionality (e.g. the low-resolution operation currently support by the Rift) seems risky. It's just my opinion though, from the perspective of a random internet person/developer/end user.
I thought exact the same thing. But I can understand feep, the Rift must be
so enticing. Hihi! Luckily my game will be in full 3d and in 1st person all
the way down. However, I think 2d games can profit from the Rift as well. I'm
pretty sure someone will come up with kind of a 2d sidescroller surprising
all of us.
This is from a single-level prototype of Koboshi, a 2.5d platformer we've been working on lately. What started out as a simple test has evolved into a fairly large, functional level. There's still lots of stuff that needs to be added (like sound, gameplay twists, enemies and levels etc).
We're using the Unity engine, with the iPad 2 as our current target platform (phone support to follow). Our ambition is to have the game running at a steady 60 fps.
Any feedback is welcome at this point (graphics, mechanics, bugs etc). If you are interested in trying it out on an actual iPad, pm me and I'll send the demo through TestFlight.
Or you can play it in a browser: http://dev.blackbeardgames.com/koboshi/