Monday, September 8, 2014

Compositions and Remakes

Been focusing on music. Here's some of my latest stuff. Audio quality is bad because I'm still using an expired Mixcraft trial and I recorded through the speakers since I can't export to mp3. Trying to decide what DAW to get. While I like Logic, I'd have to get a Mac. I've been planning on getting a new computer, but I prefer Windows and would like to build my own computer. For Windows, I'm looking at Cubase. It's a tough decision. And then I still have to get good virtual instruments.

I think of these pieces as "sketches." They're about ideas, so they're rough. For Reach, very little editing was done. The strings were improvised in one take, the piano was improvised in one take. The mutation around 1:50 is clunky, but other than that, I like it. 





Was thinking about Se7en (one of my favorite films) and came up with this. It's not a score for any scene in particular, just something dark, with a seven note motif. It probably gets a bit too uplifting, but it's just for fun. Somebody call somebody.



To learn about music and improve by hearing, I've started dissecting soundtracks and recreating them. Working on Launch from Armageddon by Trevor Rabin. Still really rough, but it's a work in progress. By the way, feel free to subscribe. I'm trying to grow my channel.



Monday, August 11, 2014

It's been a long time

If you've been following my stuff for a long time, thank you so much for your support. It really means a lot to me. I'm not able to devote a lot of time to Flash right now as I'm working on other things.

I taught myself piano a year ago and am getting pretty decent. A couple months ago I started taking lessons from a friend of the family, who's an extremely talented musician. He plays piano, guitar, organ, and he's also an amazing composer. Sound designers, (especially game sound designers, I find) are often composers as well. Orchestral/soundtrack music has always fascinated me, and it's something I feel I would do well at. Playing by ear is automatic for me, when I hear one note I can tell you what it is, the same way sounds get burned into my brain permanently if I hear them a few times; it's why stock sounds in film and games drive me crazy. So yeah, I have to get some good software and instruments soon, as I'm starting to really get the hang of piano. I still struggle with reading sheet music, but I just downloaded a music flash cards app that plays the note sounds. Once I associate each image with the correct sound, I should be good.

Really excited about the new Unreal Tournament, especially how Epic is letting the community submit content and work with them. I'm definitely going to submit sounds when the game is farther in development. Here's some "concept sounds." Everything was recorded from scratch. I was able to record some real firearms with my new mic. The Enforcer shot is actually a bunch of .22 rifle shots layered and tweaked. I had to process everything pretty heavily to get it to sound like that. Still not sure about it, after listening to it a couple weeks it sounds more like a small explosion, like a claymore in CoD.

I would like to make a smaller Flash game. I have a pretty interesting idea for an idle game I would definitely make if a good amount of people would play it. There has to be enough players for it to be fun comparing scores. I've never really understood idle games, but I've checked a few out lately and I think I might have a pretty interesting idea. I opened up Flash for a few hours and did some coding. I'll post some more info on that soon.

In all honesty, it doesn't make sense to spend hundreds of hours building a flash game and just publish it without a sponsor like Stickocalypse. My dad is a lawyer and he thought the FGL terms were too risky for the developer. Despite FGL's popularity with developers, I think he's right; we both read the the paperwork thoroughly. The developer was to assume perpetual liability; if there was ever a legal problem for any reason, it all falls on the developer, and it could be financially devastating. My dad said it wasn't worth that risk for the amount I was offered, though it was significantly more than I expected.

It's not that I'm only in it for the money, not at all, though I do need money for school, software/equipment, etc, and making a game like Stickocalypse takes a lot of time and effort. I'm trying to think of other ways I could still make games by myself and make a little money too. Kong's ad revenue can be significant if you get enough plays, so that's why I was thinking idle. I don't really want to make another shooter because, let's face it, shooters are better in 3D. A turn-based RPG is something that really interests me. I started building a pretty complex turn-based engine last year. But that would be a huge project. Then there's mobile apps. They're definitely taking over. I'd have to learn a new programming language, but I would like to learn something useful like C#. Anyway...

Shout-out to my cousin Mike for giving me his entire line of Adobe CS5 programs! That was incredibly generous and thoughtful. I've really needed a bunch of those like Photoshop, Premiere, and After Effects.

Thanks for reading. I'll post more about that idle game soon.

Sunday, September 22, 2013

Update

My programming just got way better. A few important concepts (inheritance, return values, and multidimensional arrays) suddenly "clicked." Sometimes it takes me weeks or even months to figure out why something is important and how to use it, but afterward I wonder how I programmed without it. I think I have just about learned all the fundamentals of AS3 (and hopefully, object-oriented programming).

Monday, September 2, 2013

Weapon Crafting

I added a few customizable parts to the machine gun and it works perfectly. I just don't know if I can do this for every weapon. Maybe I can make one completely customizable weapon that can be made into anything (rifle, shotgun, pistol, etc) and that's it. Actually, now that I think about it, I could just make a bunch of different weapon parts and a few slots to build weapons in. Duh. Don't know why I didn't think of that sooner.

The game has evolved into a Balloon in a Wasteland-style game. Except in this one you're not repairing your balloon, you're mining crystals. To mine them, you use the claaaaaawwwww.


I added new enemy graphics. The orange enemy was made before I knew what I was doing so I'm probably going to change it, but it was only half-finished anyway. I only just realized I was not using the art style I wanted. The red zombie is more what I had in mind. Big head, cartoon-look.


Wednesday, August 28, 2013

Boss

At the moment, he's a giant worm thing that pops out of the ground in random places and shoots at you.

Added two new weapons -- a plasma carbine and a machine gun.

The game is actually coming along pretty well.


Monday, August 26, 2013

How I love parameters

I almost started hard-coding this really clunky pick up weapon system, when I got a better idea. Now it is super easy to add new weapons to the game. It is awesome.

There are two gun slots. When you walk over a gun, you can pick it up by pressing the down arrow. That gun will replace the one in the slot currently active. There is a third slot for melee weapons, but I think melee weapons might be exclusive to each class. I'll have to see.
Anyway, I think this game has potential. It's already pretty fun.

I should start thinking about two-player mode before I get too far along. The main problem is how to work the camera. I have no idea how to program split screen. I'd probably have to make the camera zoom out when the players are far away from each other. Or I could just permanently keep the view zoomed out. That would definitely be the easiest way, but the characters might be too small. This kind of thing is not my forte.

I also have to be careful to avoid lag. Some of the code is pretty clunky. But so far, there's no lag even on high quality.

Saturday, August 24, 2013

Interesting Mechanics

The game is getting a lot more interesting. I think it has some potential. Now you can use your handy dandy space magic to blow tons of enemies up. The player holds the spacebar for a second to charge up, and then the ball of energy goes flying up in an arc. It's fun when it lands on a group of enemies.
Now the player can block by holding Z. X is now attack. I might have to redo the control scheme later, but for now it works alright. Shift is used to switch weapons.


Friday, August 23, 2013

Traveling back in time

Well, I wasn't sure if the game was going to be fun or not.

So I am trying going back to the old version of the game. The game started out as a side-scroller beat 'em up/shoot 'em up kind of like Zombocalypse. I feel like I may be able to turn it into something fun.

You see, I've had this plan for a game with chunky, little Spartan-like characters for a few months. I have ideas for classes and everything, and a ton of concept art. I would like to add two player co-op. I just have to figure out a way to make the game not boring. It's easy to mess up, because the movement is very restricted. As long as there are different kinds of attacks, jumping, blocking, and other interesting moves, I think it could work. And of course, weapon customization. Oh yes.


I'm not saying I'm done with the "scary" game. I'm just giving this a try to see how it turns out. This kind of game is my specialty. Once I get the engine done, all I have to do is add weapons, characters, powerups, items, etc.

Wednesday, August 21, 2013

The Moment You've All Been Waiting For

Weapon customization! But you can't just be a tactical mall ninja and stick on 3 different optics, a suppressor, a drum mag, and an enhanced extractor. You have to choose wisely. Now when you level up you get to pick a weapon attachment. 

There is a good chance I'll do armor upgrades as well. In the screenshot below you can see my super cool SMG with a rate of fire upgrade (that blue part near the mag well) and drum mag. I wasn't sure how exactly to draw a rate of fire upgrade. I could make an extractor or something, but you wouldn't be able to see it (as an extractor is an internal part), and I've noticed players like visible change.

Wednesday, August 14, 2013

Leveling

Now killing monsters gives the player XP, and when he levels up, he gets to pick a perk.

You can see the blue XP bar in the screenshot below:


I'm still not sure about this game. I hope people like it. The biggest risk is the limited movement. But it's similar to Last Stand Union City, and that game did very well. As long as I make the game world seem big (lots of doors, ladders, interesting environments) it might be okay. I should focus on weapon customization. That's what will make the game popular.

EDIT: I'm probably going to scrap the perks. Don't worry, I have an even better idea for leveling. Way better. However, I'm going to be away on vacation until Sunday, so I won't be able to work on the game. Stay tuned. Thanks for reading, guys.