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Messages - Qqwy

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Even though we're now again three years later, let me just say that I still frequently visit Knytt Underground's soundtrack:
Most of the tracks are great background music while reading or wanting to calm down.

Of course, there are some upbeat tracks as well, which I listen when running! :D

Thank you so much, Nifflas, D-fast and the other artists for making this great music. I really love the style, and I hope at some point in time to be able to make music that is similar in flavour.

 <3

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Hello there.

I find Knytt and its follow-up games to be absolutely amazing. The exploration in your games, Nifflas, is something I miss in most other games, and something I really really enjoy very much. The feeling of stumbling upon secret, hidden places, your own hidden world.

I also like fairy tales. C)

__
Anyway, maybe some of you have heard of me earlier. When I'm not busy making websites, playing piano or doing uninteresting things in real-life, I make things that wobble, jitter and crackle on the computer.

As I have ventured a little into audio synthesis lately, I have been making a few Bytebeat audio pieces. Basically this means that the music you hear is fully written as code, without playing any predefined samples or relying on other external stuff. Thus, everything, the synthesizers, the pattern creation, the envelopes, is built from the ground up.
I've created some simple tunes such as a cover of Game of Thrones for the JS1K contest, a while back I made a cover of Chipzel's 'Focus' that was used in the game Super Hexagon, as well as some other smaller projects.

But Nifflas is one of the music artists I really admire, for being able to create such soothing music that sets the mood for his games perfectly.


So, here it is. My tribute to Nifflas' amazing game-making and music-creation talents:
A bytebeat-cover of
Please Exist, I'd Appreciate it

If your computer is too slow to play this without stuttering, try the Low Quality version

(It should work fine in Chrome/Opera/Safari and Firefox. If there are any other issues, please tell me.)



Feel free to gasp in amazement, or give my any constructive or negative criticism you can think of.
I'll also gladly answer any questions about what's going on. (its kind of a mess right now, to be honest  :P )


Have a nice day,

~Qqwy/W-M

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Creativity Support / Starting in Unity - Any tips?
« on: April 06, 2014, 23:19:48 »
Hello there.

I am a hobbyist webdesigner and indie developer. I've known about Unity for a while, but now it recently has started supporting creation of 2D games (without any extra libraries). I know that Nifflas and probably some other people on this forum as well have been learning Unity as well recently, and I thought, maybe you have some tips for me.

I was thinking along the lines of:
-What is the most unobvious thing you came across in Unity?
-And what was the thing that stunned you the most in a positive way?
-What parts of Unity would be smart to dive into straight away, and what parts of the editor should be left alone until you know some more?

4
NightSky / A Night Sky clone has appeared
« on: November 09, 2013, 20:30:28 »
Hey there, everyone.

Today I happened to stumble across Type:Rider on Steam.

This game is $2.99 on Android and $9.99 on Steam. The art style is VEEERY similar to the art style used for Night Sky: black silhouettes with colourful backgrounds. You play the game as two balls, (if I understood it right, they form a colon : ) doing physics-based puzzles.

It's gameplay and art style are so extremely close to Night Sky that I have to wonder how original their ideas are...

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Development Showcase / Re: [ambient track] Eggshell
« on: October 08, 2013, 23:20:01 »
It's always a little sad when so many people read a topic but nobody responds.

The link in your first post seems to not be working for whatever reason. Fixed link:
https://soundcloud.com/copperscreen/eggshell-fsol-cover

I think this is a great piece. There are still ways to improve it, however. Especially the start felt a little forced, where the sounds did not seem to fit together. It seems to be slightly too dissonant in some places. Although that might be on purpose, it does make me feel a little odd.

But overall, great track!

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Spaceship with a Mace (multiplayer) / Re: Spaceship with a Mace
« on: January 30, 2013, 18:52:47 »
Does someone have a video of this? I would love to see it in action, but unfortunately I don't have any Xbox controllers.

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The Great Work / Re: Odd Crashing Problem
« on: January 29, 2013, 17:38:11 »
Windows tells me that the program crashes. Running it in administrator mode doesn't change that.

I don't know my exact GPU system. I know it is a virtual GPU that is built inside my CPU. My laptop is about 6 years old and not very fast and all those things, but the strange part is that I could run the beta version of Great Work.

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The Great Work / Re: The Great Work is released!
« on: January 29, 2013, 17:06:14 »
They can be edited to be droppable tho.
All-right, all-right, I'll try and tell you how good it went.
Rules I'm going to use:
-Finish the story except going into Fulcanelli's house.
-Drop all unneeded items in Home.
-Travel to Fulcanelli's house from there.

EDIT: Made it. This challenge is possible with only three items.
Spoiler: (click to show/hide)

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The Great Work / Odd Crashing Problem
« on: January 29, 2013, 15:49:59 »
It's strange, because I read elsewhere that the beta only worked on a few machines and the final version should work on all machines.

I can run the beta version on my laptop without any problems(except it is a little slow when there are lots of particle effcts at the screen on the same time). However, the released (1.0.0 and 1.0.1) versions crash.
When starting the application, a screen comes up and right away closes again.

I'm on a HP Compaq 6720s computer, with an Intel Celeron CPU, 1.73 Ghz
I have 2GB of 32 bit RAM.
I'm running on Windows 7.

10
The Great Work / Re: Level editing
« on: January 29, 2013, 15:37:16 »
I have walked through the level files and experimented a lot, and I think I now have a more or less complete list of the room file and tiles structure. They might be of some use for anyone wanting to create their own level:

The only thing I haven't been able to figure out yet is the way the color values work. I expected they would be RRRGGGBBB values between 0 and 255 each, but it turns out that the number of digits in the color values can change.
Nifflas, maybe you can give us a hint?  :^^:


This brings me to an important observation: The graphics that belong to the different containers seem to be hard-coded. I am not entirely sure, but the same seems also to be true for the names of the different containers. This might be an obstacle for quite a few people that want to create their own level, because I think that part of the originality comes from the people you can interact with.

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The Great Work / Re: The Great Work is released!
« on: January 29, 2013, 10:31:35 »
I like that I have to use actual maps the way a real person would, and that my inventory isn't infinite.  It adds a level of management that I feel most people detest in games, and can go very wrong, but is done well here.

I'm glad to hear you enjoyed managing your items, but your inventory actually is infinite; it scrolls if you fill the box.

Really?  That's strange.  I figured I wouldn't even need an infinite inventory.

This struck me as odd too when I first played the game...


Actually, I wonder what the least number of total simultaneous items in the inventory it's possible to complete the game with. It'd make a (probably a bit annoying) challenge.

Hmm... Somehow I doubt that that would be very interesting, because all the movement-enhancing items are items you cannot un-equip. There are eight of them.

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The Great Work / Re: Level editing
« on: January 28, 2013, 21:18:12 »
I have been looking a little into the folder and file structure. It seems to me very simple and flexible. I am SO going to develop a level.

A small question. Is there any way to add new background graphics for in the game?

Congrats on the release today  :D!

~Qqwy

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The Great Work / Re: Knaster @ bandcamp
« on: January 27, 2013, 11:26:29 »
Sweet! They are amazing. I find that their music and your ambient tunes fit together very well.
I find it very cool that you have incorporated this music in your game.


I also placed a small message in their guestbook to thank them by the way. That place was looking kind of dusty. Which is sad, because their music is great.

~Qqwy

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The Great Work / Re: Shh! Don't tell anyone!
« on: January 26, 2013, 16:39:52 »
Spoiler: my gameplay progress (click to show/hide)

Spoiler: (click to show/hide)

I haven't had any major issues at all, and no minor issues that haven't already been covered. It's an absolutely fantastic game; really entertaining.
I did find the running shoes difficult to handle, like Beastboy, but it didn't bother me to only equip them when they were needed (or when I felt like a bit of larking about) :^^:

Thanks for your help. I did not get that clue.
Spoiler: (click to show/hide)


I have now finished the game. Wow. I will certainly make a level for this once we can.

~Qqwy

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The Great Work / Re: Shh! Don't tell anyone!
« on: January 26, 2013, 15:03:44 »
I have been playing for the past two and a half hours, and I believe I have almost finished the game.
There are still a few things I have to find out before I'll be able to create gold:

Spoiler: my gameplay progress (click to show/hide)



I ABSOLUTELY REALLY REALLY love kind of everything about this game.

Just saying 'thank you for making this' is a big understatement of the awesomeness it posesses.

~Qqwy

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