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Messages - Stinktier

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1
NightSky / Re: NDS port
« on: August 01, 2010, 11:51:25 »
Well, its very possible! The 3ds is reported to put many wii games to shame in terms of graphics!

Here is a quote:

"The SDK is reportedly "similar in power to the GameCube," with an easy learning curve for developers familiar working with Nintendo's GameCube or Wii home consoles"

 :D

btw, resolution will not be a problem as the 3ds's resolution is approx 400 by 300 in the top screen.

Just think how awesome Saira would be in 3d.......

Ah, yes, if any 2d platformer-like game should make the cut for 3DS, Saira should seriously be concidered to be up for a remake. Not just because i'm a huge fan of the game itself, but it actually seems like it was meant for being played with a stereoscopic screen. It is the perfect match.

(On a sidenote, i hope the release of 3DS will open up new ideas for making new castlevania and metroid games. the format really could contribute to something here.)

2
NightSky / Re: NDS port
« on: July 31, 2010, 19:47:22 »
Good point, haha! Besides, how much different is a Wii's architecture from a PC?

3
Collaborations / Re: musician wanted for KS level
« on: July 31, 2010, 19:40:54 »
Ah, I'm sorry, it wasn't meant that way. I simply wanted to keep the different kinds of info in separate posts, but now I see how this can be inpractical and annoying for other forum users. Will avoid it in the future. And thanks for letting me know. :)

EDIT: (see, I'm learning!) As for the game intro music (once again), I forgot to clarify that my proposal in the previous post wasn't meant to claim Razzorman's working field, but more to let him know that I am open to cooperate and contribute, should that be needed or desired from himself.

4
Collaborations / Re: musician wanted for KS level
« on: July 31, 2010, 18:44:59 »
As for the intro dream score, i'm no good at 80s video game retroism, but i'm almost sure i could make a few ambient lines to make an already existing mario-esque bgm get creepy. it is kind of my thing to do creepy sounding synth sounds.

5
Collaborations / Re: musician wanted for KS level
« on: July 31, 2010, 18:42:14 »
This is going to be a massive level, that's absolutely clear. Lots of varied places and therefore the need of pretty many background scores.

For any musician and/or composer who feels a bit intimidated to jump on the train, here's a few general tips for making music for this level:

General tips on using reverb:
A good way, both in game bgms and movie scores, is to work with subtle amounts of reverb to place the song where it belongs, namely not in the centre of focus. You want to avoid cheap linear and semi-linear reverbs as they sound horrible in almost every context. Spring and plate reverbs can be hard to put to good use for this, too, if not handled carefully. Aim for impulse reverbs or other physical modelling reverbs if you have CPU and economy for it. There are reverbs dedicated to put on the master channel in your DAW environment.
Depending on if the scene is outdoors/indoors, you might want to fiddle around a bit with the early reflections/reverb tail mix ratio. And remember, don't forget to be subtle when working on the master channel.

Making percussion, drums and other attention grabbing sounds have less impact (a few ways to handle it):
-first, see if you can reduce the amount of notes played.
-diminish the percussive sounds relevance by cutting them thinner with an equalizer
-if the base material is too punchy, and you don't want to alter it with eq, you can always flatten sounds a good bit with your favourite compressor by adjusting attack and release values (which is quite the opposite what you normally do with a compressor, if you are making, for example, rock music or house).
-once again, reverbs, in the right amount, puts drums on a distance.

Other tips:
-Don't overuse pan effects. In fact, don't aim for too much effects at all, as they possibly can steal attention from the game too much.
-Aim for a few chords, ambience or melody lines that aren't too messy, but still can be recognized upon hearing a second time.
-Sounds that stick out of the picture have a tendency to grab attention. This is background music, therefore, this is probably undesireable.
-effects which emulates spatial environments can be of good use as an addition, especially if all else fails for some reason but you still feel the music in itself is right.

EDIT: Feel free to come up with more tips and i put them here, or ask me if anything is unclear regarding this post.


6
totally forgot that Command & Conquer was free now. though I bought the First Decade to get the first game to work on my comp. hehe. really worth getting folks. great story, gameplay and music.

Command & Conquer + C&C: Red Alert are two true gems in every aspect (well, it could be noted that the AI, as in most games of this type, is pretty easy to figure out and outsmart, which is a flaw), thats a simple fact. But i feel, unfortunately, that the story is weaker in Tiberian Sun (or "command & conquer 3" as we used to call it when it came out). Others may think different, it's just an opinion.

totally forgot that Command & Conquer was free now. though I bought the First Decade to get the first game to work on my comp. hehe. really worth getting folks. great story, gameplay and music.
Also remember to switch on compability mode (win xp sp 3 works fine as in most cases), otherwise the executable might tell you some DLLs are missing.

For some reason i never got the original version of red alert to work on my old laptop (vista), though C&C gold ed worked just fine.

7
Collaborations / Re: musician wanted for KS level
« on: July 30, 2010, 20:19:08 »
Please go ahead, the more info i have, the more likely it is that it can put out something useful. :)

8
Saira / Re: Everything is so HARD !!!
« on: July 30, 2010, 20:15:56 »
Besides, when it comes to difficulty Saira can't come anywhere close to e.g. Mega Man 9 which I specifically enjoyed for it's insane difficulty. They didn't offer an easy mode yet the game seems to do well.

Mega man 9 - what a wonder! I haven't beat it yet, but it is a really fresh breath in this age of games moving closer and closer to hollywood scripts, and as you mentioned, eternal hand-holding.

Other great examples of games that are incredibly hard but very well rewarding are Myst and Riven. I still haven't beaten those two, but i've beaten all their sequels which tells something about how the general game design ideology have changed over time. I think this is harmful in many cases. In the end, you get hordes of players that are accustomed to games who, in my opinion, lacks quality simply because they doesn't engage, nor reward.

If there's anything i prioritize in a game, it is the following four conditions:
-Game is engaging (you don't sit and passively observe, like it was some movie)
-Game is rewarding (you feel you've really accomplished something, combined with that you feel like earn something (new scenes, moods, atmosphere, music, story progression and/or items)
-Game has a high replay value (through for example variable ends, secrets, unlockable modes, characters etc, item collection/trading, achievement earning etc)
-A degree of uniqueness (be it gameplay, outstanding graphical design, rare online solutions, rare concept or goal)

If there's any of these i think Saira might lack, it would be the replayability. While it feels nice to revisit the beautiful environments, there seems to be no secrets to be found. But this only counts for now. Eventually, there might come new fanmade episodes, perhaps (oh, i wish!) even official expansions from what i've read.

DWaF was absolutely trickier than Saira, yes. I, however, found much more resemblance from Knytt/Knytt stories, despite some fundamental differences (in both DWaf and Saira, if you've finished a cave/planet, you won't be going there much more while you run through and backtrack constantly in many KS levels as soon as a new object is acquired). Also, players who are a fan of the atmosphere of Knytt should get an overdose in Saira (in a most pleasant way). :D

9
Type:
Real-time strategy (where you build and/or take over a base of military operations and recruit/build units in order to vanquish enemies or enemy bases). The game that made the genre extremely popular. In addition, compared to Dune, Warcraft 1 & 2 and Starcraft, you can select and command as many units as you wish at the same time.
The cutscenes (with real actors) are hilarious and take up the major part of the to CDs it originally came with.

Description:
I'm almost positive everyone at some point in their life have played this for its time incredible game. I'm also sure many already know that westwood studios have made this game avaible for download, at no cost, with no hooks, ie. totally free. But if you didn't know ... just download it. It is hours of sheer pleasure. Complete with the awesome soundtrack and cutscene videos and all.

Spoiler: Screenshots: (click to show/hide)

Download:
There are two ISO files with separate download links (for the two campaigns).
http://www.fileplanet.com/180462/180000/fileinfo/Command-&-Conquer-Gold---Full-Game-(GDI-ISO)
http://www.fileplanet.com/180463/180000/fileinfo/Command-&-Conquer-Gold---Full-Game-(NOD-ISO)

Installation instructions:
http://www.cncworld.org/?page=features/tutorials/tdfree

Sequels:
In fact, Command & Conquer: Red Alert, Command & Conquer: Tiberian Sun, and its expansion pack Firestorm are all avaible from the same site. Red alert was the second in the series and tiberian sun the third. Practically same game but with different stories and better graphics. the gameplay and concept is otherwice identical.
Here's the link to ALL free downloads including 4 screenshots per game title, and excerps from the cutscene videos which are so iconical for the C&C franchise:
http://www.commandandconquer.com/classic

The reason i don't post them separately even though i'm supposed to is that they are 1)Sequels, 2)So identical in gameplay, concept and visual style and story that it just seems pointless. the main difference between tiberian dawn and tiberian sun compared to red alert are who are the baddies: techno terrorists or techno bolshevists.

Enjoy!

10
Other Free Games / Re: [Horror/Action] Au Sable
« on: July 30, 2010, 13:33:17 »
DESSGEEGA did it? Love her shit! Downloading right away.

Are there more games to be played from the same author? :O

11
Other Free Games / Re: [Horror/Action] Au Sable
« on: July 30, 2010, 13:30:25 »
Sorry for posting in a topic that haven't been active for a few months.

I just wanted to add a useful tip for people who are dissapointed with the way you aim:

This concept is very similiar to the old-time favourite game Abuse - however, as far as i can remember, the amount you aim around compared to with how much you move the mouse is fixed in Abuse while it isn't in Au Sable, where the distance between the cursor and the character. This can be seen as an advantage or an disadvantage.

How to deal with it:
-if you feel that your aim adjustments are to slow, move the cursor closer to the character (if you don't know where on screen the cursor is, you can check by hitting backspace as the manual informs of).
-if the problem is opposite, just move the cursor away from the character to get a less sensitive aiming.

For me, i think it is a bit frustrating, but serves the purpose to give the game a bit of difficulty balance. I think better/more scarier AI had done the trick double as good, though, both moodwise and difficultywise. But by knowing the thing mentioned above it makes the game much more enjoyable. A great mood and visual style and nice experience overall to play this game!

This was... interesting.
I can't seem to progress after the bell part though. A ghost thing teleports me somewhere with a message saying 'Let father set the world clean' or something, and after that it's just a black screen. Is that the end of the game?

No, just wait a few seconds more and you'll be on your way to new nightmares. :)

12
NightSky / Re: NDS port
« on: July 29, 2010, 20:40:16 »
Both above: Because of legal issues? lack of interest? issues converting graphics? issues porting code (since the architecture of the nds is pretty different)? Please develop the motivation for the answer, given you have the time, ofcourse.

I think it is an interesting subject. Rather than just wishing for things that probably won't happen, i'm just looking for some discussion.  ;)

13
Collaborations / Re: musician wanted for KS level
« on: July 29, 2010, 14:51:21 »
Alright. To avoid confusion and wasting time, I think we should agree on who makes what.
I'd like to make something for the treetop labyrinth looking area, but I'd be fine with making some cave music too.

Good point!

Any update on what kind of areas are going to be included so? Some idea that's been added or dumped since the original post?

===

I think i can cut it for the city-like environments, especially the sewers, but instead of referring to some online file that feels irrelevant (most music i've done is part of different bands or web show jingles or such, not appropriate). Instead, i'll try to compose a draft and see if you think i have the potential. I'll be right back as soon as possible. :)

14
NightSky / Re: NightSky Official Site
« on: July 29, 2010, 14:21:34 »
^ -Just like the old times of 80s computer gaming! Having one's name in the official title or before the title screen is about as much credit as one single person can get in any production?

15
NightSky / NDS port
« on: July 29, 2010, 14:17:17 »
Seeing that newer versions of Nintendo DS (including the coming 3DS) come with the possibility to download games straight into the console much like you do with wiiware, is there a possibility that there eventually will be a (probably time-consuming) port to that platform?

Post what you think!

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