johnrazor's Recent Forum Activity

  • It depends on what you're trying to accomplish, but if you mean something like interactive/adaptive audio, C2 already handles this pretty simply. My games have interactive music that changes based on player input or game conditions, and I just run it all off a variable timer and some simple events. You can also apply DSP effects if you want, though it isn't necessary for my games for music. I don't know how effective the analyzer is in C2, but as far as cues, crossfades, swaps, interuptions, flourishes and all that, you can do that with C2's events as they are now with no extra libraries.

    Great to know, thanks for sharing. I'm thinking more along the lines of how I present my music in the asset store at this point-- realizing that the tools are already in place, thanks to the feedback here. I really appreciate you all taking the time to help me understand things from your perspective. Cheers!

  • johnrazor : design teams and sound designers who team up generally establish and share a common language to base their discussions on. I've read the analysis functionality in construct 2 had issues. A knowledgeable member around here has done an app that uses it, at least on Construct classic. Can't remember his pseudo though.

    Sure, that makes sense. As a musician, I can tell you that any song I write has the following attributes, which almost never change (unless briefly) throughout a song.

    Tempo = Speed of rhythm. Also known as beats per minute (BPM).

    Key = Harmony of song. For example, C minor is a deep, sad key, whereas A Major is a happy, bright key.

    C Minor: http://upload.wikimedia.org/wikipedia/c ... ending.mid

    A Major: http://upload.wikimedia.org/wikipedia/c ... _major.mid

    Energy = This is a bit more abstract, but I look at it like this: the number of different sounds playing at any given time. Louder sounds weigh heavier than smaller sounds, if that makes sense--- basically, the more noise you're making at any given time, the more energy I consider it to have.

    In addition to that, at least amongst the composers/producers I know-- we all live and die by the 8-bar loop. It's longer or shorter depending on the BPM, but 8 bars is equal to one measure. In pop songs, figure the chorus is almost always a single measure.

  • Valerien good to know, thanks.

    johnrazor Well, have you taken a look at the analyzer built in to C2 already? You may be able to build off of that.

    Yeah, actually that's what gave me the idea. The hard parts are all done, it seems like-- the functionality is all there. I think we'd do well to have a common language we could speak (between audio guys and game designers/developers). DJs use the Camelot system frequently, that might be a handy jumping-off point as well. Hrm.

  • johnrazor : FMOD is an expensive piece of middleware and a low level sound API which doesn't work with html5. It's mainly used by big studios. Although it's free for indie designer, you still have to request a per-project licence, and it's dependent on your actual budget (in other words, you need to be incorporated, I believe).

    To sum things up: it cannot be integrated directly into c2.

    Thanks for clarifying! I appreciate it. I'm going to dig around a bit more and post my findings here. As game designers, would you think it would be handy to have functions like this (just brainstorming, feel free to add your own ideas). Also there very well could be a plugin or something that already does all this--- I'm still pretty new to Construct (mostly use it to prototype ideas, myself). Cheers.

    IncreaseTempo

    DecreaseTempo

    ChangeKey

    NextTrack

    PreviousTrack

    _____________

  • I've been reading up on it a bit since posting, and it sounds like it might actually be easier to design a substitute from scratch than to hack FMOD into working with C2. I'm quite frequently wrong, though, especially when I'm speculating about a project. Cheers.

  • Anyone ever tried using FMOD? If not, would a similar type of audio framework be something that people are interested in? It seems like it would be pretty handy for keeping audio engineers and designers on the same page, so to speak. Just wondering what you all think. Cheers.

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  • Thanks for the giveaway johnrazor.

    Saw the topic almost right after you posted but I don't have access to the new store

    I'll do another one as soon as the store goes live, and another for each new pack I upload, so there are about 20 more keys I'll be giving away over the next three or four weeks.

    Thanks for listening and hope you all enjoy!

  • Thanks alot! If you don't mind me asking, what did you use to make these? I love the futuristic sound!

    Nope, don't mind at all! On the hardware side, I use NI Maschine, an S2, an F1, an Alesis synth and an ION MIDI drum set. I switch between IEMs (Monster Turbine Pro Copper) and Dayton studio monitors. On the software side, I use Maschine to build loops, Ableton to arrange compositions, Traktor to mix and add FX, and Audacity for mastering and final touches. I uploaded a couple of pictures to my website if you're interested:

    http://darkersoftware.com/music

  • My pleasure! Hope you enjoy. The first two codes listed are still up for grabs! I'll do another giveaway once the store goes live as well, and have four more music packs that I'll be putting up on the store over the next two or three weeks--- I'll do a giveaway for each pack, so stay tuned for more free tunes!

  • Trying out a new feature-- here are five free codes for my first music pack in the new Scirra Asset Store. Use it however you'd like! First come, first serve of course. Hope you enjoy the music!

    E96Y-MB5X-4SCR-2ECJ-4485

    VGBX-D83C-AFQ2-RYF7-CYXX

    GAYQ-D3A9-MK2N-5Q3F-AH9X

    7MK2-YTAJ-6GY2-7PJD-R2VJ

    GRV4-HDHR-2J72-NDPM-54T5

    The pack:

    Rez - Future Dub - 01

    https://www.scirra.com/store/royalty-fr ... rezfd01-43

    Redeem here:

    https://www.scirra.com/store/redeem

  • Wow, absolutely beautiful stuff. I'd love to work on something with you if possible. I struggle tremendously with the visual art aspect but am pretty well-versed in nearly every other aspect of game programming. I'm looking for an artist that has a style I really like and is serious about completing a project. I've pitched three ideas through Greenlight (I removed them after I was satisfied with the feedback) and have used them as a study guide to 'fail upward'--- I now have a complete design drafted out of a game that I know will be well-received and have been working on the prototype for a couple of weeks, which I'd like to submit to Greenlight when it's ready (I've already paid the Greenlight fees and formed a C Corporation to handle the backend stuff). Anyway, I'd like to work on a game with you if you're available. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    If you're on Steam--- I'm practically always online, or you can reach me via PM here. Cheers!

    http://steamcommunity.com/id/getdarker

  • Hi Rushino. Just wanted to chime in here, as I've spent a good portion of the last year studying Greenlight and the Steam market in general. I've submitted three concepts there, with varying degrees of success (15%, 30%, and 95%) and have a fair bit of insight here as a result. Be ready to change your game, as well--- if you've got a lot of time invested in a particular concept that isn't well received, it could be extremely discouraging. It's up to you to decide who your audience is, at the end of the day--- if you're a Steam gamer (or multiplatform veteran, for example) then that's probably who you'll be targeting. If you're a casual gamer, stick with mobile or Facebook games. Your best work will be where your past experience meets the crossroads of your personal strengths. There are just too many other people out there making great games about what *they* are good at--- I spend a lot of time explaining this to people I meet in person (because everyone has a great game idea, of course...)

    The best advice I can pass along is this:

    Make the game that you want to play that no one has made yet. This is *by far* the most important thing in the long run. Every element may have already existed in other games over the years, but if it smells like a clone of something else currently available (read also: everything ever made), the voters will tear it to shreds.

    For Greenlight specifically, follow these steps: Polish your prototype. After that, polish it more. Then a few more times, for good measure. If it doesn't look good, it doesn't matter how great the rest is--- seriously. For some reason, Steam gamers seem to favor good graphics over literally ever other aspect of a game when it's in the Greenlight stage. If you look at the titles that are passing through Greenlight, they only have one thing in common, so far as I can tell--- polished graphics. If the gameplay sucks, it may pass Greenlight but at that point, the scrutiny will shift to gameplay, features, and setting/genre elements.

    Hope this helps!

    Cheers.

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johnrazor

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