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Thursday, June 25, 2015 - 14:42

The Commodore C64 often jumped back and forth between the octaves all the time to create this nice big round bounce rythym effect in their bass.  So the music was full of life because it was jumping back and forth between 2 octaves all the time...Examples: Thing on a Spring, and Cybernoid II, The c64 was good at making fast pumping music.  Or slow music.  I liked Gordian's Tomb which was an usual tune, it was very long tune, but it also had a catchy rythym tune started to build slowly up into when all its parts were all working together.

They also did alot of pitch sliding on the bass as well as the top in the c64 sid music and they often switched things all around, make the bass slow and pitch slie, and make the top fast, or make the top slow and pitch slide and make the bass all fast.

 

Thursday, June 25, 2015 - 13:16

You're good at making the chip sid tunes, it reminds me of the commodore c64 days, and the last ninja II and cybernoid II, those classic fast moving bass riffs is what I remember the most about sid chip music of the commodore c64 and hope to see them again in some modern form. Wizball was also a very good tune

 

Thursday, June 25, 2015 - 13:05

I think Most people think in Linear terms from getting from point a to point b, when it comes to making tunnels and stuff, and that's probably why it didn't cross your mind at the time to make Corner pipes with diagonal pipes for walking upward or down levels of the sewer system as well, but when I write a game, I like making games that are multi-dimensional as I'm doing a space sci fi combat story line driven rpg game and looking for models that will suit the game. Why?  Because I'm not a 3d modeler so if any 3d modeler wants to makes stuff for my game they will be credited.  because of the type of game I'm making, a big large space game that covers many different worlds, I have got a hell of alot of stuff to try to find to construct the worlds in, have to build the interior of the space ship as well as make all the different worlds. That's why I come on here looking for assets that I can use.  Currently looking for a space pilot chair at the moment because the file I have one in which I got from a free modeling web site was in the old *. MAX format and blender dosen't even have a MAX plugin to import unfortunately, it only has the newer 3ds plugin instead for importing 3ds studio max files. so I couldn't import it into blender and then export it into fbx for unreal to use it as a result because I don't have 3ds studio max or maya. just blender.

Do you know anything about Unreal Engine UDK?, I been trying to get my models in unreal editor to do stuff, but they are stuck in their defaut t-poses at the moment because I don't know how to animate them....Because I'm not doing the random spawn bots, but using imported custom models. but you have to set up a custom pawn script for them somehow and this I don't know how to do and when I look at the tutorials on you tube, they are all about changing your main player custom pawn script or scripting spawn bots...  And because of this, this is alot more harder than I thought just to try to animate these 3d models once you import them into the unreal editor. So I'm stuck on that....

Do you know the 3d cat that shows up on the Blender Splash Screen a while back I think it was ver 2.3?  Fishy Cat its known as. Well the author of that model has allowed me to use the cat in my game, which I decided to use it as an alien pet on Telos and decided to call it a Leonix.  (The game I'm scripting up is known as Tesseract Prime Offworlds the Unknown Universe, it has no relation at all to the Telos planet that exists in the star wars universe but this Telos is part of the tesseract prime universe so its a completly different world.).....  My game does not contain the star wars universe in it. 

This cat will has cloaking abilities, and you can buy it as a pet for your ship but the only problem is the cat has only had just the head and neck mesh modeled for rendering in the blender splash scene, the body mesh hadn't even been modeled yet, so I also need to try to find the rest of the body for it so the cat can be rigged to walk around in the game on my space ship.  

 

 

Thursday, June 25, 2015 - 09:20

this is very good piece you made, i wonder what this will sound like when some space ambient effects are playing in the background of it. I see a use for this in my game.  You will be credited.

 

Thursday, June 25, 2015 - 09:08

that sounds like its made with a fractual generator

Wednesday, June 24, 2015 - 23:39

I hope to see some more neat planets from you, this looks good.

Wednesday, June 24, 2015 - 22:01

they looking good, for I have a couple of sewers areas in my game  on two different worlds, and they would be perfect for that.   You done a good job in doing the basic shape of the sewer tunnels, Only thing they need now is some bricks inserts on the sides of the tunnels or grooves, to give the tunnels more 3d depth once you are inside the tunnels..

Are you going to maka piece of sewer tunnel that also slopes the tunnel uphill or downhill?  This would allow us to create a 3d sewer system with more than one level of tunnels...  Yes a longer tunnel piece does needs to be made.

Tuesday, June 23, 2015 - 23:41

 

I think with these guys with your music program, they don't want you uploading the sounds you buy or make with their program to anyone else, I think patents is a silly system, Reading a game patent is like Playing a set of out of tune bagpipes without even stopping to take a breath.   I think the patent system is still like the free commercial english speech synthesis programs, They are both good at speaking bad english......So no i don't like the way patents are worded, its confusing.

 

Tuesday, June 23, 2015 - 22:26

You hate copyright? Copyright is just a walk in the park when compared to the whacky upside-down world of PATENTS, Patents is like Alice in Wonderland..... Patents are whats truly the spawn from hell, because they restrict freedom and creativity in game making.  Patents tell you what you can and cannot create in your own games, patents protect game mechanics, & ideas, and concepts to prevent knock offs from being created from an inventor and a patent is dictated to by a company who files in for one, for example, you can't use the mass effect mouse diaglog Wheel idea in your own interactive dialog games because that mouse wheel system is protected by a patent, and patents usually last about 15-20 years  I think, so that's not as long as copyright which is like 70+ years.  So with some companies you may have to pay them licensing fees just to use their patents if they allow that, and they won't even tell you who they license their patents out to.., And in Final Fantasy, you can't use Yuna's sphere grid system in your game because that too is protected by patent, in fact all most all of Final Fantasy is protected by patents, so bravo to the company who filed over 238+ or so patents for Final Fantasy.

So its copyright, + Trademarks + Patents, + Distribtion Rights and so the train wreck known as intellectural Property Rights drags on through all this legal tape....so its not just only copyright infringement developers have to worry about.

 

 

Tuesday, June 23, 2015 - 22:06

You might want to use a different pogram to make music with or buy a license for Fl Studio, because theres's restrictions on the usage of this program (reading the licensed agreement now), thee guys have laid out many restrictions on their sounds. 

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