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Messages - Atrius

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41
Discussion / Re: Post a Screenshot [Possible 56k warning?]
« on: September 30, 2008, 04:45:32 am »
Yup, why not?


To be honest though, a lot of Golden Sun's data is compressed, and it's kinda slow pulling it out through GML alone.  I may write a DLL just to handle it quicker.

42
Discussion / Re: Post a Screenshot [Possible 56k warning?]
« on: September 30, 2008, 04:36:58 am »
That's some pretty nice GUI stuff you guys are working on.


43
Audio / Re: Voice Acting : Looking for voice actors
« on: September 26, 2008, 04:39:29 pm »
Should have edited really, but new content!
Liked it enough to put it through some EQ and filters in fruity loops, to make it sound like talking over a radio.
Here's the end result: http://www.box.net/shared/qlb1gvm7gx
BTW, has that actually been used in a game?


Nice job.

They were supposed to be, but the game never got finished.

44
Audio / Re: Voice Acting : Looking for voice actors
« on: September 26, 2008, 04:48:44 am »
I'm up for whoever you think I might be able to pull off.  Here's a sample of my previous work.

45
Entertainment / Re: Beat Half-Life2 and Ep 1 (HL2 hereafter known as .25)
« on: September 23, 2008, 05:56:49 am »
You do know the rockets are laser guided right?  They fly wherever you point the laser so if you duck behind cover, and point it at your cover they'll fly toward it.

46
Other Projects / Re: [Demo] GBA Audio Player
« on: September 11, 2008, 12:35:23 am »
You think it'd be possible to make it work with GBC and get GBC sounds?

Maybe, I hadn't planned on it though.  GBC games definitely use a much different format for their music, although I believe the GBC's 4 PSG audio channels are essentially the same as the GBA's.  Unfortunately I haven't fully programmed those into my audio engine yet so far.

47
Other Projects / Re: [Demo] GBA Audio Player
« on: September 10, 2008, 11:06:46 pm »
Well... Names aren't stored with the audio tracks, and there's no definite way to tell sound effects apart from songs.  Could probably check the lengths, or if they're supposed to loop continuously or not, but some sound effects do that too.

I also wanted to add a song list that showed some of the information available on the audio tracks so you could select them based on more than just a number.

48
Other Projects / Re: [Demo] GBA Audio Player
« on: September 09, 2008, 03:42:06 am »
Here we go, Mega Man Battle Network 2 - Blue's title screen music, before adding decent support for instruments played on any of the GBA's 4 PSG sound channels, and after.

Before

After

Still more work to be done to get volumes, and some other stuff right but it's a pretty big improvement.  After I get the audio engine working satisfactorily I'll start thinking about interface improvements, any specific requests though?

49
Other Projects / Re: [Demo] GBA Audio Player
« on: September 06, 2008, 03:32:00 pm »
Wow... That game uses a lot of the odder instrument types that I haven't programmed into the audio engine yet.  It's not that the game stores a single song as separate tracks played back at the same time, it's just my engine can't play back some of the instrument channels properly right now.

The tempo seems fine to me, it could sound off because of the missing instruments, or performance issues.  I'm making a few tweaks that should help performance a bit in the next version.

50
Other Projects / Re: [Demo] GBA Audio Player
« on: September 06, 2008, 05:06:09 am »
Hyrule_boy, actually I think I'll write something to rip the instrument samples/sound effects as .wav files without going through all the processing in the audio playback system.

Moldorma, I might have the default tempo wrong, or maybe one of the commands I haven't programmed in yet affects tempo somehow.  It might help if you could give me the game name, and song number of some of the songs.  Thanks for testing it on a Mac though, glad to hear it works alright.


51
Other Projects / Re: Critical System
« on: September 02, 2008, 07:42:46 pm »
I tried to play it, but every time I jump up onto the first ledge I fall right through it.

52
Other Projects / Re: [Demo] GBA Audio Player
« on: September 02, 2008, 05:26:04 pm »
I'll probably add a list box with some info on the songs when I get around to upgrading the interface, I probably should have mentioned you can type values into the song number box too though.

Another thing about it being an Adobe Air application is that it's cross-platform compatible.  It should work on Windows, and Mac.  Adobe is still working on a version of Air for Linux.

53
Other Projects / Re: [Demo] GBA Audio Player
« on: September 02, 2008, 05:04:51 pm »
Sorry, Action Script is the only language I know well enough that's also capable of producing audio from binary data (Even though I had to use a trick to do it)

54
Other Projects / [Demo] GBA Audio Player
« on: September 02, 2008, 04:52:25 pm »
Perhaps, you remember I've been hecking data formats in Golden Sun.

When I moved on to the music, I worked on a couple classes in Action Script that would play the music back from the original binary data in real time.  I didn't realize it was a common format among GBA games until someone mentioned a lot of GBA games music was composed from the default sound library, and I decided to check it out.  So I took my Golden Sun audio playing engine slapped on some code to automatically detect where the audio data starts in a ROM, and viola, instant GBA audio player.  I say 'audio' instead of 'music' because most sound effects are stored in the same format as the music.

GBAjukebox.air (10 KB, small huh?)  READ NEXT PARAGRAPH ABOUT INSTALLING

A .air file is an installer for an Adobe Air application. Basically an Adobe Air Application is a Flash file that runs like a program instead of web applet, I needed to make the audio player that way so it could actually have access to the roms on your computer.  Of course you will need a GBA rom to use it, not all games will work with it, but I found a lot of popular ones do.  Don't ask where to get roms, we can't tell you anyway.


(hope I can get past the 4 screen shot rule since it's hard to take screen shots of audio)

Yes, the interface is really simple right now, and lacking in functionality.  You may also notice that some instruments in songs/sound-effects are replaced by computer generated tones, and that they may be very quiet.  There are still some features I haven't programmed into the audio playing system yet.  I forget if I left the red/green circle button in, if I did it toggles between generating the music at 22050 Hz (Red), and 44100 Hz (Green)  (I believe the GBA generates the music at 16384 Hz)

EDIT:

As a bonus here's a GBA audio ripping tool I put together (.zip 33.2KB).  If you drag & drop a ROM file on it, it'll dump the audio data from the ROM to "output.gbas" which can be played by GBAjukebox.  Unfortunately for you Mac/Linux users though it's a Win32 executable.

55
Discussion / Re: [Opinions] View Sizes
« on: August 08, 2008, 09:29:22 pm »
240 x 160, GBA resolution.

56
Other Projects / Re: Anaconda - from Kousou Games
« on: August 07, 2008, 08:49:23 pm »
I need to stop being so busy >_< I didn't even know you were making this.

57
Discussion / Re: My theory about Gamemaker
« on: June 19, 2008, 11:47:58 pm »
Mit, the DLL we used to try to make some of the scripts more secure isn't even compatible with GM7.

I have to agree with these other guys.  GM is pretty good at what it's designed to do if you know how to use it, but it wasn't designed to compete with real programming languages.  It just can't match their efficiency, security, and functionality no matter how you look at it.  Clever coding can give you a small boost in efficiency, and I could think of a couple ways to increase security for some resources, but there still isn't a whole lot you can do to secure your code.  GM definitely has plenty of functionality for making a good game, but if you keep using it there will come a time you wish you had a bit more low-level access to some things.


Game Maker is a great tool for casual game developers who are just doing it for the fun of making games, and aren't too terribly concerned with efficiency, and security.  I love GM because of how easy it is, and how much you can really do with it.  You can do a lot more with GM than a lot of people are willing to give it credit for, but anyone who plans on making a career out of game development/programming should really use a more professional language.  It hurts to say it, but professionals see GM as more of a childrens toy than a programming tool.  Asking for a job as a programmer with only GM on your resume would be comparable to asking for a job as an architect with only "designing bird houses" on your resume.

58
Entertainment / Re: Super Mario Hyadain
« on: June 19, 2008, 01:19:29 am »
I like the remake better, theyre so... ugly looking in the original. o.O

I'm pretty sure that's the point.

Translations mostly seem to imply they're talking about their looks toward the end of the song before saying they fight with their hearts instead when Peach says "Please fight with your face" (which could also explain that line, if it were an insult as to how they look)

59
Full Metal Alchemist is one of my favorite Anime shows, but in my opinion it went downhill around when they actually got the Philosophers Stone.

60
Coding / Re: Collision Problem in My game? (action script)
« on: June 07, 2008, 04:43:28 pm »
I'm self taught too, though I have a book on it.  I've only been working in AS3 for about 6 months.  I already have a lot of experience with other programming languages though, and most of the concepts transfer over pretty easily once you have a grasp of the basics.


Edit:
Also, I check the official language reference a lot.

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