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Topics - Wasabi

Pages: [1] 2 3 ... 5
1
The two songs played one after another while I was listening to my anime music playlist. I knew what I had to do!
The 'sides' are named after the song that the vocals come from, if that makes sense!
<a href="http://www.youtube.com/watch?v=SN_XILFgeT4" target="_blank">http://www.youtube.com/watch?v=SN_XILFgeT4</a> <a href="http://www.youtube.com/watch?v=OEzizaFq8M4" target="_blank">http://www.youtube.com/watch?v=OEzizaFq8M4</a>

2
King of Thieves / Breakthrough with music
« on: October 24, 2012, 01:34:47 am »
So, after searching for hours on end some months ago, I found a program that does exactly what I wanted in terms of making a standard instrument to use with this game and more. I now have exact rips of every sound from Minish Cap, and exact midi data too, which means combining these two together, you can replicate the music from Minish Cap exactly. It even ripped all the sounds and instruments into a soundfont file, with loop points and everything, and midi loop points too which show up in FL Studio at least.
So over the next couple of months I'll work on using the midi data to clean up and arrange the soundfont exactly as it should be, which will then be required to be used in the music for this game. You can also use the soundfont to get all of the sounds from Minish Cap ever.

3
Audio / Love is at the Heart of Monsters and Sprites
« on: October 06, 2012, 09:38:09 am »
I was listening to a dubstep playlist the other day, and these two songs decided to play after each other:

<a href="http://www.youtube.com/watch?v=k1VlFvautrQ" target="_blank">http://www.youtube.com/watch?v=k1VlFvautrQ</a><a href="http://www.youtube.com/watch?v=WSeNSzJ2-Jw" target="_blank">http://www.youtube.com/watch?v=WSeNSzJ2-Jw</a>

Of course, the similarities were clear instantly, so I decided to mash them up!

<a href="http://www.youtube.com/watch?v=8yrAIXWd8yM" target="_blank">http://www.youtube.com/watch?v=8yrAIXWd8yM</a>

Also, I've made a nice update to my site, all cleaned up and everything :D
http://loopyluke.com/

4
So here's my first rip. I decided if you want something done, you have to do it yourself :P:

5
Dungeons / [New Design]Forest Temple
« on: June 16, 2012, 04:39:31 pm »
This is a bare bones layout to a new design I'm proposing for the forest temple. That is, apart from the basic progression through the dungeon there are no specifics on enemies or puzzles and keys. As such, at the moment the design is very linear, which probably could be changed a little with some key doors. Personally, I'm thinking there needs to be a little side path to get the Big Key, which could be behind a locked door to a short sequence of rooms.
I hope I've explained the main mechanic of the dungeon well enough :P

http://loopyluke.com/zfgccp/Forest%20Temple.png

Show content

6
King of Thieves / Audio Board dissappeared... Nevermind
« on: June 08, 2012, 11:28:24 am »
Just wanted to say I found my old minish cap samples with all the instruments and stuff, although I'm tempted to do a completely clean rip of them again. At this stage, I'm going to use SynthMaker (albeit at this stage within FL Studio, which means I can only export as an FL Studio plugin) to create a plugin containing all the instruments where possible. This will help standardise the way the music is written, as anyone else will use the same sound set. However I won't limit the use of any other instruments/sounds, but it will probably be generally encouraged that they fit with the quality/style of the minish cap instruments.
The format of the plugin will basically be a preset/sound bank, containing the instruments as a dropdown list.
At some I may purchase SynthMaker to export the plugin as a VST (for use in pretty much any music software, not just limiting it to FL Studio) but I'll see what happens.

7
Friendly & Neutral / [REVISE]Musicians of Hyrule
« on: May 28, 2012, 04:02:32 pm »
Some of you may remember a few years ago I suggested that there be a group of musicians scattered around Hyrule. Each of them is playing their part to a song, and there is a sidequest of sorts to gather them all together to play their song.
So I'm thinking that this could be a sidequest for a small little pub/bar in the poor part of town. The owner mentions that the pub in rich part of town gathers a lot of customers with its live entertainment (perhaps the rich part could have only one guy playing a piano or something? I'd prefer to make it an instrument not used in the group on the poor part, so that could change), which starts you on a quest to recruit some talent for the poor pub. As each new member goes to the pub, the music becomes more interesting and layered and the number of customers increases. After 4 or 5 members arrive the barkeeper gives you a prize (a heart container? Not sure what this should be yet) for helping attract them to the pub.

Revision Notes: Create specifics for each band member and format submission to standards.

8
Audio / Recent music? Recent music!
« on: April 15, 2012, 07:11:30 am »
Well it's been a rather long time since I posted anything here. I have actually been working on music though, albeit at a slower rate than I used to. All of the pieces below are WIP, so they all sort of end abruptly or just have parts missing cause I still haven't written them. Mastering is also very lacking.

http://loopyluke.com/music/wip/Resonance_wip_0.3.mp3

This is an old piece compared to the other two, I've been writing it for about a year and a half now. I just do bits every now and then. The last 45 seconds or so has no dynamics written for any of the instruments so might sound a bit flat in comparision to the rest. Still unfinished, I only recently decided to have it transition into a new movement. Orchestral as the genre I guess.

http://loopyluke.com/music/wip/DerpyDurr_wip_0.1.mp3

Yeah, I rarely name projects until they're finished so my folder is full of durrs and pianothingys :P This one is one of my experiments in trance/dance music, which I've been doing a bit of lately. I created all of the synths but one in this piece from scatch, was an intresting little deviation from pure composition.

http://loopyluke.com/music/wip/Trancy_wip_0.1.mp3

Another one of my experiments, this piece being an earlier one. Not sure where to go with this one actually...

9
Entertainment / Skyrim
« on: November 10, 2011, 09:06:07 am »


:D

10
Entertainment / TF2 is now free
« on: June 24, 2011, 07:00:12 am »
As title says. Thoughts? I think valve are going to be releasing a lot more store content vs. free content from now on.

Still, if you haven't at least tried this game already you're doing yourself a dis-service. It's not for everyone but with a class catering for almost every FPS play style and more anyone can enjoy it.

11
Coding / Looking for tutorials and stuff to break into C#
« on: May 26, 2011, 01:03:09 pm »
So yeah, recently I've been working as an IT trainee at the school I went to last year. The school's admin has said that I can use Visual C# in my own time to learn how to code in it etc, and now I'm looking for some good resources and libraries to get me started. My goal is to at least by the end of the year be able to program 2D games within C#, but obviously I have to get there first.

I've taken a quick look at some of the libraries avaliable that are good for building games (SDL, slimDX, XNA) but I'm not sure which one I should go with. I also need some tutorials on C# basics before I get started trying to make anything with graphics :P. I'm doing computer science at uni next year so java's probably going to feel like a step backwards if I can get some C# under my belt.

So yeah, any help from you coding people?

12
Coding / Unicode character conversion
« on: January 12, 2011, 07:54:50 am »
So I've been writing a text engine in GM that I want to support multiple languages, specifically japanese characters. Unfortunately GM doesn't support unicode at all so pasting them into the code that converts the text into subimage numbers for the font sprite doesn't work. I've thought of a way around this by using something that converts a string of japanese characters to the standard set used by GM, so for example "こんにちは" would become "j$tow" or whatever roman character/symbol represents the character. However due to the non unicodiness of GM it's kinda impossible for me to make a program that uses a table to convert one to the other :P
I guess it could probably be done with an excel so I'm gonna give it a go in a minute, but if I have no luck would someone be able to write a little program that does it?

13
Entertainment / Go Away
« on: December 06, 2010, 01:25:05 pm »
http://www.27bslash6.com/index.html

Think this might have been posted here before, but I just love reading these :D I'm gonna hunt him down next time I'm in Adelaide.

14
Coding / Managing arrays in GM
« on: December 06, 2010, 08:12:01 am »
So I've been planning an engine for a game I'm making, writing up a number of design documents and stuff before actually coding anything. The engine I'm writing is modular, and I'm just starting on the text engine. I've already written the inputmanager as practically all the other managers rely on the inputmanager for input.
What I've got so far is by no means a complete and concise list of features, however I think I've got all I need for a flexible text engine.

The one problem I'm having however is how I'll go about managing the arrays that deal with colour codes, icons and so forth. I'm not sure whether to combine all these into a single 2d array with one row for colours, another for icons etc or if I should keep each type as a seperate 1d array. With the inputmanager I've only used one 2d array for the keycodes in one row and their pressed state in the other. What do you think would be better?
Below is my current design:

Quote
The dialog manager will support:
• Dialog
• Letter-by-letter scrolling
• Instant scrolling
• Automatic smart line breaking
• Sound effects (triggered via the SE manager)
• Opcodes
• Multiple languages

The game will pause for dialog. 2 surfaces will be used for drawing the textbox, one being the background and the other being the text. Selectors and continuation arrows will be drawn as sprites.

Opcodes allow things like colour changes, icons and such to be linked into the text for rich and dynamic dialog. A list of the codes are as follows:
• / - Allows the use of a special character to show up as text rather than being translated into an operation. Should not override colour codes.
• % - Newline character for forcing line breaks.
• #000 - Sets the text to a colour until another colour code or  #\ to return to the script default. Colours are defined in an array which the code references the number of the colour from. Because of the way this script works, all sprite fonts must be plain white only. Must ignore icons as they should not be colourized.
• $000 - Uses the icon font to place an icon in the text. Can be used to give a visual representation of a required quest item, for example. The number is the subimage of the icon font.
• @NAME References a variable or string and displays the resulting value/string.
• ~SENAME triggers an SE when the dialog reaches this tag. To avoid SE overload in case of the player instant scrolling the text, only one of these should be used per dialog script call.

Each GM script can contain a max of 16 arguments, starting from 0.
A single string of dialog passed through the main text() script should use these arguments:
• 0 - The text string.
• 1 - The script to use for the type of textbox which includes things like placement on screen, background, default text colouring, font sprite, language etc.
• 2 - The number of choices available to the player, can be left blank if the dialog is not a question.
• 3 - Whether the player can opt-out (cancel) making a choice.
• 4-11 - In pairs. These are the names of choices and the scripts that are activated when a choice is chosen. The text displayed for the choice can contain opcodes and should therefore go through the dialog parser before drawing. Choices will only show if argument2 contains the correct number of choices avaliable. If no choice is selected (and if cancelling is allowed) -1 is returned, and the dialog script continues.

15
Feedback / PM's?
« on: October 31, 2010, 09:08:11 am »
Am I missing something, or is the personal messages button gone? At least on the midnight theme.

16
Maybe you should consider https://blueimp.net/DICKBUTT/

Flipside have just implimented it, and it works really well IMO.

17
Entertainment / Portal free till may 24
« on: May 15, 2010, 04:06:04 am »
http://store.steampowered.com/freeportal/

If you haven't played it, now's your chance. Works with PC and mac.

18
Audio / Untitled piano solo
« on: April 29, 2010, 09:30:59 am »
I decided to finally start using my midi keyboard, current WIP results: http://frostfireaudio.com/music/Pianosong.mp3
Mind you I can't play both hands at once, so I've recorded one at a time :p I'm actually really liking how easy it is to write music like this :D Course it's not so great for writing any electronic stuff.

19
Audio / 8-Bit Spirit's Quest Music
« on: April 06, 2010, 04:22:57 am »
http://spiritsquest.frostfireaudio.com/music/1.mp3

Currently very WIP, but I haven't done any 8-bit stuff before. I've been combining the forest theme from LTTP with the one from OOT.

20
Entertainment / You wish you were this guy
« on: March 30, 2010, 07:24:18 am »
<a href="http://www.youtube.com/watch?v=hrdENaiVXC8" target="_blank">http://www.youtube.com/watch?v=hrdENaiVXC8</a>
You know you want to be able to do this :P

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