C-7's Forum Posts

  • I like the doctor ogselby style

    The link works now, but, no, I skew to a much different type of music than he.

  • have any funky music

    Not as much as the rest, but yes. This is the most recent, though a bit more rock-oriented. I made it during a short-term Overclocked remix competition based on mega man 2 themes.

    WhenRobotsCollide

    And a softer type, but still upbeat.

    Light

    In terms of slap-bass and saxophones, though, not quite my strength.

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  • Waves on the beach in Courier

    <img src="http://www.adamprack.com/materials/waves.jpg" border="0" />

  • <font face="Arial, Helvetica, sans-serif"><center><font size="6"><font color="green">Music Services</font></font>

    Professional Music Composition

    adamprack@gmail.com</center></font>

    I�m offering professional-grade music with the option of having an adaptive soundtrack for your game. I�m experienced in a variety of genres, and I love incorporating live instruments into the mix for added realism and a better feel. I can create the type of music you will need: one-off, looping, or adaptive/interactive. For Construct 2, I can even help you with your audio eventing to get the most out of your game�s sound experience.

    Here is my most recent demo reel which contains samples of larger works of mine. It covers everything from solo piano to rock with orchestral and electronica throughout.

    [TUBE]2b_6yZF5jW4[/TUBE]

    Speaking of adaptive soundtracks, here is an example I made (and composed) of adaptive music working in C2 within a browser. This demo works on decent phones, tablets, and computers using the Web Audio API. It gives a good idea of music incorporated into a project and responding to in-game triggers.

    <font size="4">Adaptive Soundtracks</font>

    Instead of hiding behind a private message wall and to help you designers and producers in your process, I�m keeping my pricing right here for all to see. It is a combination of a reduced per-minute price and a reduced royalty with a cap. It is a slightly more complicated approach, but it ends up fair for a wider variety of projects.

    I charge $120 per minute of original music. I charge $80 per minute for each additional version of a track (in the case of an adaptive soundtrack, which I highly recommend considering). These prices include 2 free rewrites (small modifications are fine regardless) to make sure your music fits exactly what you need.

    I also charge a small royalty, but only if your project is successful enough. I will only accept royalty payments if the per-minute creative fee you paid is less than 20% of your project�s revenue. In addition, once you get past that revenue threshold, my per-minute fee + royalties can never exceed 20% of your revenue regardless of how much music I create for you. I feel this is fair so that I can�t take more than is reasonable from smaller projects, but you can also actually get a better deal for yourself proportionally if your project becomes really successful. At request, I can show you my spreadsheet that I use for quoting that gives a very detailed breakdown of everything.

    Here is the breakdown of how minutes of music translate to percentages:

    • Less than 5 minutes - No royalty!
    • 5 to 10 - 2%
    • 10 to 15 - 5%
    • 15 to 20 - 7%
    • 20 to 25 - 10%
    • 25 to 30 - 13%
    • More than 30 minutes - 15%

    I suspect the majority of projects won�t need to pay any royalties, but this breakdown allows for fair compensation based on how much music is put into the game. Remember, though, that I won�t collect any of those royalties if you don�t make enough revenue for it to be fair.

    I also would help contribute to your funds. I retain the rights to sell the music as a soundtrack album (you can use it as much as you�d like for the game and promotional materials, excepting a soundtrack release), but I will give you a matching percentage of royalties from soundtrack sales equal to the royalty percentage I receive from your game, but without the threshold described above. So even if your game doesn�t make enough to pay me royalties, you�ll still receive royalties from the soundtrack at the rates listed above.

    <font size="4">You can hear even more music of mine on my sites: http://www.adamcreations.com and http://www.adamprack.com

    You can contact me at adamprackcly@gmail.com or via private message on this forum.</font>

    I really look forward to working with you and helping your game be a success!

  • Thanks C-7 if this works it will save me much time when creating new levels/worlds... if I am currently saving as a project, wouldn't I be able to save as a folder the next time, then make the changes, then after that switch back to saving as a project?

    Yes. You can switch back and forth as much as you'd like.

  • Tell me more!?!?!? This sounds like an amazing thing all my graphics, etc... are stored infolders, but doe you mean a specific project type? Or just using folders? That would be great, Could I duplicate the animation, then just swap out the graphics in the copy?

    He means if you are saving your project as a folder project instead of capx (in the file menu it's something like project), then you can go to wherever you are saving your construct game and see all the files. They're in the "animations" folder. So in C2, right click on the file/sprite you wante duplicated (not in the image editor, the actual sprite on a C2 layout or in the file browser) and select duplicate type. And I apologize for not being near C2 at the moment so my terminology may be off.

    Then you can go into the animations folder (the one made by C2), go to that new duplicate, and copy-paste replace the frames you want to replace. C2 will read those new graphic files but it won't go through the import process so the collision polygon will remain. So you'll still have to set the polygon at least once, but for subsequent variations, it goes much faster.

    Hopefully that all made sense.

  • It looks awesome! The original was a lot of fun and that trailer makes it all look even better!

  • I did a minor update to both the demo and the capx to reflect smoother transitions. The increase in audio uses lerp now instead of just standard gain to even out the sound levels between the new and old tracks.

  • trollface

    It works now. I forgot to include http://

  • <font face="Arial, Helvetica, sans-serif"><center><font size="5">Try it!

    Layered Interactive Music (demo)</font>

    No plugins, uses Web Audio API for looping.</center>

    This brief demo demonstrates interactive music through layering/versioning, and the changes are made through in-game triggers. It can be applied in nearly any setting, though it does have best results when using a browser that supports the Web Audio API (for seamless looping). This demo incorporates five different version of a track, syncs them, and dynamically brings different tracks to the forefront. It is triggered by simple zones which the player may walk through. There is also a DANGER button in the corner that triggers a darker, more intense audio track. It is all done with no third-party plugins in Scirra Construct 2 and can be controlled via Touch, Mouse, WASD, or Arrow Keys.

    I've uploaded a commented CAPX with the audio files included so you can see how I have it all set up. It is a very easy-to-implement system and can really make a big difference to a lot of games.

    </font>

  • I tried Desura a while back but didn't reach the $500 threshold. So they basically stole all revenue while I was trying to alpha-fund a game. I don't think I would ever go back. I've pocketed more money with an unfinished version of Courier than I ever got trying to release through Desura (which I made $0 from).

  • You have a couple choices. First, you could make your level along the bottom of your layout and disable unbound scrolling so it can't exit. You could also have a small, invisible object that you set to follow the player (maybe at player.x, player.y+180) to make an offset and use scroll to to THAT object instead of the player.

    Really, I'd use both and then get fancy and use lerp in how you set your invisible object's position to make it smooth.

  • Wow really like the art style, it's perfect! Ever consider doing freelance designing to help with funds? I am sure lots of people would love to employ your skills.

    Also during gameplay, and this could just be my poor laptop, but the character seems a bet jerky when moving and especially when running. I noticed this during the main menu to, the buttons jerked around once they were clicked and the zoom in animation began. Didn't really notice this with the npcs or trees, so it seems just to be the player.

    I honestly hadn't really considered it. I've just developed the skills that I've needed for my own projects and never really thought of myself as an artist outside of music.

    The jerkiness is strange--especially if it is localized to just certain things. I've gotten strange things like that on non-hardware-accelerated situations. Like if windows aero stops working, for instance. A restart solved those problems. I have an old laptop I try the game on periodically and I haven't had non-uniform jerkiness on it. Just uniform framerate drops (very weak laptop from 8 years ago). On my 7-year-old desktop, though, I get no such issues. Would you mind posting your specs and, if possible, let me know if a simple restart helps? Thanks for playing, though!

  • I think it would work fine. I would consider making multiple layouts that link together as opposed to one gigantic one, by the way. It would be much more manageable and would perform better (true of any engine). I agree with the idea of using a few smaller projects to prototype different elements of your game. Nothing huge, but make them work and work well so when you make it all together it will be a smother experience.

    Nothing you describe is really outside of C2's capabilities and it has a very nice workflow, which should help you go quicker. Not in the same genre, but try out Courier in my signature. It has many of the elements you're looking to do, though try it in Chrome for the best experience. I think it may be a good way to estimate for yourself. I have a significantly larger map coming in my next content update which should show a little more of C2's capabilities. But give it a look and gauge things a bit and see if its in the realm of what you may be pursuing.

  • You could use clay.io's advertising plugin (with the main plugin) to insert them where you'd like. I believe it works with node.