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FireSlash

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Everything posted by FireSlash

  1. Things might be shuffled around a bit more in the next few days. I realize this is rather disorganized, but I wasn't expecting people to turn in wips so soon. Also, there is a chance that I might be handing the music direction over to someone else, in conjunction with something awesome. I'll let you all know when I know. Until then, I'd suggest holding off any any more major work.
  2. Battle music is probably not going in to the final version. A boss track will though, but that's only a one time cut, which will probably involve some fading. EDIT: to be clear, right now I only want level and boss tracks. The other tracks posted by blake are ideas we've tossed around, but I don't think will make it into the final release. Sorry for any confusion. I'll keep the first post of this thread up to date with any finalized information. Please use that as a guide.
  3. Screenshots speak much louder than words. Even after browsing your site and reading your post, I'm still not entirely sure what you're doing. Please elaborate, or set up an "About" page somewhere on your website. Since you're using Double Dragon characters and assets, I'm assuming you've already received permission from Taito?
  4. Yeah, when the tracks got shuffled I moved some assignments around for people I already had WIPs for. I can probably move things around a bit more if you have a strong attachment to that spaceship
  5. We're going to go ahead with individual area boss tracks. If you do NOT want to write a boss track for your area, let me know so I can get someone else working on it.
  6. it's yours! Also, don't be afraid to reach out and collab. I'll stress again that there's no deadline here, no need to rush. I'll let you know when there's a realistic timetable to be realistic about. Realistically.
  7. The idea is that it should be, but at the same time there will be people dense enough to not get it. Also, since this isn't a perfect cookie cutter metroid/castlevania game, some people might not get it right away. That being said, the "training" stage is to be short, skippable, and generally painless. I'm not holding your hand through movement; if you can't figure that one out then you're probably better off going back to Peggle. The purpose is to cover the unique parts such as enemy possession. It doesn't need it's own track, I just thew it in there if someone woke up at 5am with the burning desire to write a small ~1 minute loop for a training stage.
  8. You're too fast for my editing spree I've re-adjusted the first post with blake's information, and the assigments for people I've heard wips from. Gario and Will will get assigned a specific area once I get a wip, or if they want to post and claim one. There are also a coule new areas, so you can take one of those, or the ones I just mentioned.
  9. Waffles. Yep. And I might be expanding the tracklist a bit more since we have more artists than tracks it seems. I'm still debating some of this (Specifically the network/virus tracks) Battle tracks might be doable as mentioned above, but the code side and platform risks are high. I'll need some time to asses that one. Boss tracks are ok and easy to implement, IF everyone doing an area track is willing to do one as well. However, I don't see any particular problem with a common boss theme since it's used for so little of the actual game. This is more up to the artists than the coder I believe, since it's your work; not mine. For now lets stick with the area tracks and get that hammered out first. We can start looking at expanding the assortment once we see how the game development cycle lines up with the music creation speed. I would plan for an area boss track, and I wouldn't rule out a battle theme, but don't feel the need to start writing either yet. While they're cool ideas, I think we should focus on the base first and build from there.
  10. It's easy to do wrong, and hard to do right. It's doable, but I don't feel that it would be worth the time investment. Also, there are some pretty annoying rules you have to follow to create songs that work there, and I don't expect that level of commitment for a freeware project. Maybe next time, if it's commercial
  11. I'll be the first to admit I don't know jack about making music. With that in mind, I'm pretty open to style. I envision the level tracks sort of progressing, say for example Area 1 might be a pretty innocent ambient track, area 4 would be an aggressive "urgent" track with the two in the middle falling between those two styles respectively. The boss track would ideally be something aggressive as well perhaps with a "doomed" feel, and the menu track can really be about anything. But again, I'm pretty open to suggestions here. I code shit. I'm asking for help here because if I were in charge of music, every track would be a schala remix. EDIT: Right now I'd like to keep most of the organization inside this thread, but if it becomes an issue, or hard to organize, I have a forum over at the development site ( http://www.idle-minds.org/ ) that can be used. Also, anyone working on a track who wants to register there will get access to the development builds as they arrive. EDIT2: More info, for those who've asked The length isn't critical, but I'd like to see them falling in around 2.5 minutes or so, since the levels will be fairly expansive (Depending on how awesome my optimization skills are), and they'll be recycled for a few levels. You could probably squeak by with as little as 1.5 though. The tracks should loop in some way that isn't going to stand out and rape your ear.
  12. I could probably set something up through my server, but I'd need an idea of how much space and bandwidth you're looking at. There are also some services like BlueHost which claim to offer unlimited transfer and space at something like $5/mo. This would be an ideal service for such a host. I could easily cover the scripting and automation for such a set up if you'd be exceeding the limits of my current server.
  13. STOP Rozovian has taken over leadership of the soundtrack portion of this project. Any assignments in this post are outdated, and currently listed for archival reasons, later to be removed. GO HERE First, the project: I'm writing a freeware platformer called Holonic. It's a bit of a dystopian future/last hope to save humanity theme with cyberpunk undertones, where you play an artificial construct made of nothing but raw energy. The idea is that most of your enemies are drones or other robots, which you can jump in and blow shit up with. I'm planning to release it as freeware. It's written to and runs on Windows XP/vista/7 (Maybe older versions), Mac OS X, and Linux. Shiny pictures: The soundtrack: I'd like to build a soundtrack for this with nothing but OCR members, for cross advertising as well as because I <3 you guys. Each area track should also include a secondary, more aggressive theme for the boss. (Assignments may change) The track list I have in my mind would be: - Menu track ( the prophet of mephisto ) - Wartorn City. ( Gario ) Quiet and abandoned save occasional cries of people fleeing and hiding from the droning hum of blimps. Spotlights scour the streets. Dogs bark in the night against the sounds of distant car alarms, left to fend for themselves. Aluminum cans clatter past the few televisions never broken or turned off. - Frozen Facility ( Skrypnyk ) Whistling arctic gusts sliced by the sharp fingers of broken glass, a groaning and settling superstructure yielding a hollow and metallic ghostly wail. Cracking ice punctuates the sullen lifeless cacophony, echoing down the slick frosted corridors like gunshots. Snow shifts and falls into the deep crevasse. - Spaceship ( Rozovian ) Shining metal, the sound of a billion hearts beating in near-perfect unison, and a billion breaths taken in slumber. The ever distant hum and cadre of machinery working away, muffled by soundless space and carried only by a thin lattice of steel to the air inside the ship- what would seem deafening otherwise. - Sand City ( Willrock ) Millennia dead, a once great city consumed by desert, chewed to pieces by violent flurries of biting sand. The soft patter of grains settling and flowing from the precarious heights of the city that tremble under the weight. Desert life has hold, the sounds of snakes and scorpions watching from the shadows. - Sinking Facility ( Monobrow ) Fighting the waves, the old rust structure floats alone. Roughly encrusted by coral and brilliant fish where once there was only frozen steel. A thing alive, cascades of sea water breach the walls and periodic gushes vitalize the halls, popping mollusks clustering over the walls stealing momentary breaths. - Warzone Spaceship ( The Vagrance) Arcing lightning, blasts of steam. The unnervingly close clamor of machine guns, screaming and wailing. The deep pounding of marching feet and the shouting of angry voices in a hateful chant of death. The scratching of steel on steel, and the quick, desperate hiss of vital air succumbing to the vacuum beyond. - Level Clear short ( Zephyr ) Doesn't need to be long, doesn't need to loop, doesn't even have to smell good. - 'Game Over' jingle thing. yousuck.ogg - Final boss theme Should be full of epic Optional tracks (These aren't needed, but if we have extra manpower I know I could put them to use) - Training/Demonstration Area theme ( DJ Mokram ) This can just be a short 1 minute craptastic loop that will drive you insane if you spend more than a minute learning the two concepts that actually might need to be taught. - Credits/finale ( Abadoss ) I'm uncomfortable listing this since I'm still not sure what we're going to do for the finale anyway. But it's there, if someone wants to spawn camp it Each area track will be used for around 3 levels. Possibly more depending on how our mapping routines scale once we start getting past our simple 3 layer test builds I don't have a deadline set, The development is generally run pretty loose between myself and the graphic artist, we're doing this as a fun hobby. Audio is currently being handled via Ogg Vorbis, but I could probably add support for a different format if you needed something specific. The game is freeware so I'm not offering any compensation, but you'll get a spot in the credits. If you want. If not, I can just say it was composed by my cat. Interested with no track claimed - DarkeSword - Claimed a track in IRC at gunpoint, not sure which one - Hemophiliac - Geoffrey Taucer - Cerrax - Red9
  14. Going to have to agree to disagree on this one. I use dual monitors at home and work, I never pick the mouse up. Modern mice have a variable sensitivity, so fast movements translate into further travel, slower movements are more precise. This is commonly referred to as mouse acceleration. As for trackballs.. I've used them in the past. The problem I've always had is mid speed accuracy. With a mouse, I can grab windows from the other monitor easily, the amount of movement is easily predictable. With a trackball, you rely more on momentum and things get tricker. It's also harder to correct your angle when it gets a bit off. In the end, I just couldn't get my head around it. I've never seen anyone use a trackball for gaming.
  15. At my worst point: 36in LCD Sony 600w receiver Sony 500w sub NES SNES N64 GameCube PS1 PS2 Genesis Sega CD (requires an additional outlet) Dreamcast Xbox VCR Satelite Receiver HTPC Powered switch box Power assisted antenna External HDD Nothing caught fire*. I was using two massive power strips though, on a single outlet pair. The real mess was the cable routing. I was going through two switch boxes and a receiver. (the older consoles were routed through a manual switch box before hitting the powered one) One trick to save some power is to put all of your consoles on one power strip, and just switch the strip off when you're not using them. Goodbye ghost load. *Don't try this at home
  16. +1 for aftermarket ZIF replacement. The originals are very prone to corrosion due to material choice, which angers the 10NES lockout chip, and then you get the magic blinking light The original was so much cooler than the NES2 anyway.
  17. If you really want to see some interest, describe the game more. Mention gameplay elements, the overall theme, and include screenshots. Be as descriptive as you can. You don't have to put up playable builds, in fact I strongly suggest you keep those internal; but screenshots are a must. A website link is good too. At 70% in you should at least have a website set aside and maybe some forums for team communication. Oh, and good luck!
  18. Diehard was just the first guy cool enough to upload a file with an apostrophe in it... fixing... Done.
  19. If your harddrive was a Seagate Barracuda 7200.11 (11th gen) drive, Seagate may do data recovery on it for free. There is also some buzz about the 7100.11s having the same flaw.
  20. Just a quick heads up, I noticed you tried to use the uploader at http://ocrwip.fireslash.net/ and the file plays rather oddly. This is because the flash player only works with 44100khz files it seems. You can work around this by linking directly to the file download instead, (bypassing the uploader) until I find a more proper solution. Sorry!
  21. I really like the atmosphere here. Good variation, the guitars snap right into place without sticking out or breaking the mood. sauce I really hate mediafire. crappy ads and popups so sly they defeat firefox. Why not host it here instead?
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