tulamide's Forum Posts

    Tom link works for me

    It would be sufficient for me. An unlimited use in several commercial projects would raise the prices. A restriction to one commercial project is probably all a customer wants for music. But for sound effects or graphics there might be the need for a multi-license. So this should be considered, maybe as a separate offer?

  • Thank's for the info.

    What about Sony vegas?

    Sorry for the late reply. Sony Vegas is a video editing suite, so using it as a simple sound editor would be a bit over the top, I'd say

  • CS2, as far as I know, is not usable for free by anyone, only those whom actually possesed a license of it before, it just is not clear and poorly executed(as anyone can go ahead and download them from their website with nothing preventing them), but actually it is not legal to do so If I remember correctly.

    Indeed, it isn't legal. Also, Adobe changed the way you access those downloads. You need to make an account now, with a lot of personal information required.

    The downloads are just for those who own a licence.

  • I already wondered why I didn't hear from you for quite some time! Good to see how far this has been going! I wish you success for this project - and contact me if you need sounds or music for that special other one

    Keep it up!

  • How do the pros learn expressions?

    By using them. Whenever there is something that's new to you, make a small project where you play around with the expression in various situations.

  • I used to work for years with Cinema 4D and then tried Blender. Although I know that Blender is very powerful and can easily compete with the industry standard, I couldn't access its powers - just because of that we-need-to-be-different user interface. It complicates things, isn't intuitive, hinders you more than guiding you.

    However, there's another free modeler you shouldn't ignore: Sculptris

    Easy said it works quite like in real life, where you would take some clay and form your model from it. Its approach is less technical, more artistic.

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  • You don't really have a choice, I'd say. The most sophisticated product is of course Illustrator, but if you can't afford to pay 280€ per year, you must use Inkscape.

  • I want to reference a part of the title: "horrifyingly innovative". I can't really agree. Since I program my goal was always to keep the programming away from the user and just let him do what he wants to without always being interrupted by the need of editing code. Games especially are long since working that way (like other cars in a racing game actually reacting directly to the player's decisions, npc in an rpg having their day to day routine that can and will be influenced by the player's behavior, etc.)

    But this is also true outside of games. Most prominent example in this community is Spriter. Another example is Sculptris for the 3D world. They all have the same goal: direct interaction with an art object, direct manipulation of an art object, taking away the coding from the user.

    Still, it's an interesting video, of course.

  • Need some advice for a good program or programs to create/edit sounds.

    It depends on how deep you want to go.

    An easy accessible tool surely is Audacity.

    I prefer Wavosaur over Audacity, because it's a bit more flexible.

    And just like TheBen recommends FL Studio, I also have a non-audio-editor recommendation. Cockos Reaper probably is the most versatile tool for all things audio. Among other highlights, their excellent timestretch- and pitchshift-algorithm integration also makes it very interesting for game audio. Plus, the complete and uncrippled full version has a 60 day evaluation period.

    In short: quick and easy = Audacity/Wavosaur, hot and spicy = FL Studio/Reaper

  • Awesome trailer.

    I wonder how much will cost to make like this video.

    Spry fox is a site by the game designer Daniel Cook.

    From their self-description: "[...] But mostly, we just want to give people more ways to have fun and [...]" That fits perfectly

  • Thank you! I had a look and it seems that the Sonatina Symphonic Orchestra also uses the Philharmonia library (at least big parts of it), among others. And sfz is a format many plugins can use directly, so that's a big plus, too!

  • I'm extremely excited, so please forgive me. Also, you might already know this for a while. But I think it is more than worth to share this.

    As a composer/producer you probably know how expensive professional orchestra libraries can be. Paying thousands of dollars is not unusual.

    But there's a professional alternative that comes for free! The Grammy award winning Philharmonia Orchestra, based in London, has created an awesome sound library over the years, that they offer under Creative Commons Attribution-ShareAlike 3.0, allowing the use in commercial products. The only restriction is that those samples may not be offered as a sampler instrument.

    The library is so comprehensive, so detailed, that it is hard to describe everything.

    Let's just look a the violin. Recorded in half tone steps from A3 to G#7. Every half tone recorded several times in different lengths, dynamics and articulations. In total there are 27 articulations (Arco, glissando, vibrato, etc.), 8 dynamics (Piano, forte, crescendo, etc.) and 7 lengths (from 0.25s up to 2s, including phrases)

    And the library not only offers the usual orchestra instruments like violin, cello, trumpet, oboe, clarinet, etc. It offers a total of 19 instruments, among them rather unusual instruments for a classic orchestra, like guitar, banjo or saxophone.

    Additionally, it also offers 39 percussion instruments, again with different articulations, dynamics and lengths, where it makes sense (e.g. Bass drum), including exotic one likes a train whistle, washboard, thai gong or djundjun.

    For those who are afraid of building their own instrument from it, there are Kontakt 5 templates. Since a ready made sample instument isn't allowed to be offered, that's no functioning instrument and it comes without samples. Instead:

    "In order to comply with the wishes of the folks who have given us these fine samples, I created only shells distributing neither samples nor a functioning instrument. You can download a shell and then drop wave files with the appropriate names into the samples folder." Those shells do not include all instruments and no percussions.

    I only own the Kontakt 5 player, so I'm not sure if I can use this. But I will convert the Philharmonia library to other tools I use. And I'm sure, you will want to also

    Here you'll find the Kontakt shells: http://bigcatinstruments.blogspot.ca/2014/04/diy-philharmonic-project.html

    And here you'll find all the samples from the Philharmonia library: http://www.philharmonia.co.uk/explore/make_music

  • Render != Math

    The object still exists, it is just not drawn anymore. But all its properties, values, events that use it, etc. are still calculated.

  • No, not the game, but its trailers!

    First, have a look at one typical trailer for this soon to come puzzle game:

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    Isn't it a boring trailer? I see it and forget it almost instantly.

    But now have a look at this one:

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    I laughed my a.. off. What a pity I saw trailer one first

  • Aphrodite

    Bl4ckSh33p

    I understand the logic behind the thoughts and respect your stand. And I don't want to derail this thread. But still: Isn't that against the core system of C2? The extendability by plugins is a feature, isn't it? Even C2 itself is based on plugins (I understand that you think they are always safe, while 3rd party may not). Wouldn't it make your life much easier on a long term project, when instead of constantly updating C2 with the risk of breaking something (yes, that can very well happen with C2's own elements, too), you'd stick to one version of C2, with one version of all 3rd party plugins?

    Again, this isn't quite the right place to discuss it. So maybe just take it as an suggestion for an easier development process - or just ignore it