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Messages - KungFuFurby

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I myself am excited for this game! Can't wait to give it a shot myself. :D

It's my largest soundtrack ever for a game that has been completed (Swim has a larger complete soundtrack, but that game hasn't been completed)... and the original Dangerous Dungeons was previously my largest complete soundtrack. (I'd count Tchou for the SNES... but a lot of them went unused.)

I almost never do such large soundtracks these days, especially for Stencyl. Memory is the main reason why, as I am very aware of how large those musical files can get.

Part of the reason why it's 11 MB and not any larger is because I make sure not to go overboard with the length of my songs... this is purely for memory reasons on my part. I know very well that sound can be one of the more expensive component for a game... if not the most expensive component. I learned that the hard way when doing the music for Scribble Star (and it is a key reason why I have accidentally gone too short at least once, based on the reviews: I was being a bit too conservative with the memory consumption. It's more common for me to go too long, but I keep that down these days when filesize is a concern.).

iPhone / iPad / Android / Re: Duke Dashington! Now out in App Store!
« on: September 20, 2014, 11:55:15 am »
AdventureIslands -- Did you do everything , art , sound, etc. ?  How long did it take you to make from start to finish?  It's well done , I imagine it took some time to do it all and test it..

Also - when submitting to App Store , did you do anything extra to get it featured?   Did you have it release on a special day or submit to review sites?

Any info be greatly appreciated, nice job again..

I was the composer for the iOS version of this game. The music was all done within roughly a month.

Oh kah tee! Stencyl 3.0 finally made it out!  :D

I just returned to resuming a 3 year old prototype (it's not made with this engine, though, and it's certainly not for the computer I normally use), and I have a backlog of game ideas that I still have, three of them with prototypes made with previous versions of Stencyl (and a fourth one made with Flash). There's at least ten of them, some of them being considered for Stencyl.

I'm also looking at giving 65C816 assembly a shot, as I have some SNES game ideas as well.

Don't completely know if I'll make it completely out of game development dormancy yet, though...

Oh, and you're back to OGG (except for Flash)! Well, well, well, just like the old times!

And you want to give sequenced music a shot? I'm a composer of a bunch of IT music, so why not?  ;)

Game Art / Re: Programs For Making Music
« on: November 18, 2013, 07:20:10 am »

The timing is not so good for me to be working on a game... technically I could attempt a revival at my sequel called Nine Pixel Game 2, but even if the game was functional (I don't consider the original version to be functional due to the source being a huge mess to the point that it kills the framerate... the first Nine Pixel Game was passable and it was functional, although I ended up fixing a bug later on), I don't think I could come up with some good level designs with what I produced for ideas. It'll be a while, but I'm going to see what I can do with this from an offline perspective first... even if it takes a long time.

This is also why I don't make commercial games: it's not worth my two cents to make that type of stuff when I don't feel like I can make something that's actually worth money. Musically, I have been experimenting with Renoise lately to technically make the songs sound more professional... if only due to the extra special effects I can apply to the songs I make (and I can record the audio using Wiretap Pro, especially since I don't see the point in buying it), but I still distrust adding those type of special effects due to music looping issues (especially with reverb). Actually, that doesn't help at all at making my songs any cheaper in memory, which is why I've been making so many short songs for these games... because the filesize in music for the entire game is determined purely by the combined length of the tracks. For me, this is why I have in the past made songs that, perhaps, ended up being too short for some of the people that played the games.

Game Art / Re: What does everyone use to make music?
« on: June 11, 2013, 11:05:49 am »
I use Schism Tracker... and for samples, is a good start. Both are free. :) And Schism Tracker is perfectly Mac compatible... I myself have an iMac G5 running Mac OS X 10.4.11.

I have actually not been able to work on any game soundtracks due to real life work on my end (no, it's not a money-making job)... it's getting me on my way towards making games in real life.

I don't enter these jams for the money... honestly, I would enter these for fun.  :)

I have a few concepts laying around, although I might end up in too much of a jam to be able to produce one for the jam.

Windows / Mac / Flash / HTML5 / Re: Swim [Build 004 - 17/12/12]
« on: December 17, 2012, 03:50:35 pm »
It's nice to hear some progress from you. ;D I've actually been all jammed up schedule-wise.

You can pass through some of the aformented "impassable" obstacles after injuring yourself trying to do so... those spiked green things are the ones I speak of. I don't think that was intended.

I have also been in a jam in real life... thus clogging my own schedule and thus slowing down my music production.

And I just became your first follower (not including yourself). ^_^

Other than the track that I detected, the save point at the Surface of Medius (I have to blast a wall to reach it) does not function while the temporary power-up is in effect. Maybe there should be an indicator that the save point is temporarily disabled while a temporary power-up is in effect... I'm not sure if I missed that in the instructions as I was going along, though.

And playing the game results in a bust. That "temporary enhancement in effect" track isn't mine (I detected it when I got the double shot temporary enhancement). ;D I think it comes from a Game Boy or NES game... sadly, I don't have a specific source.

Ah well, I can always make one.

Game Ideas / Re: Super Noni Returns!
« on: October 15, 2012, 04:18:38 pm »
I would love to see that witch boss finally make it... I've been waiting for at least two years.

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