Posts Tagged ‘music’
So I entered the LD30 compo with my game Universe Connector, and this time I captured my progress and made this cool timelapse for you to watch!
Play (and rate): Universe Connector
Timelapse software: Chronolapse
Music: I made an updated version of the music from the game.
If you wanna here more about the progress I also made a Post-Mortem you can read
Be prepared to see this screen a lot.
Game available here: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=41747
It was a lot of fun working on this even with the limited time. Since the Kickstarter campaign for Cavern Kings is still going on, I tried to get most of the audio work done in the first 24 hours so I wouldn’t neglect my work there and also be able to take care of new tasks here if needed. Vine and Mr. P had a concise vision of what they wanted in the game and gave me an asset list in a matter of hours. While they worked on the game’s art and programming, I started working on the BGM track.
It took 3h48m to get to this. The track and the SFX were all done in FL Studio, mostly using the native plugin 3xOSC, which I’ve grown to love, with FamiTracker pulses. I have been wanting to make synthpop-influenced music for games for a long time, but didn’t want to stray away from Cavern Kings’ OST either because, well, gotta love chiptune arps.
Mr. P wasn’t used to the tool but learned it really fast on the go, and this was a fun experience for all of us, except for a bug (identified and corrected within an hour of the submission), so we don’t rule out continuing to work on this game in the future.
I am done with my game! And I’m finally even proud of it. There was a time when I wasn’t – but that lies in the past xD
Well, my interpretation of “Connected Worlds” was this one: Screen split in half, each half is one world. They’re connected somehow.
And the result is some funny game with two colo[u]rful slimes, that are jumping in opposite directions, held together by a rubber band. So, connected worlds. Connected with a rubber band.
I guess I would normally make an animated .gif and throw it into here, but I’m way too exhausted to do that now. So, have a static screenshot (don’t be sad! at least there IS a screenshot.):
Oh, and also one where the rubber band just broke (one of the more difficult levels is shown in the picture):
Click the cake to go to the submission page, and please don’t forget to vote & comment
Music is finished and added into the game.
Here is the current title screen for your enjoyment:
Finally made some good progress for our jam. Got both player and AI ships working with swivelling turrets, bullets which hit have a bit explosion effect as you can see in the picture, and health means you can kill and be killed. Our Artist Imaginary llamas has made four different types of ship for the player, pirates and the police. Also this time we have got a Music Composer (what I’ve heard so far sounds amazing!) and a story writer to the team, this motley crew is soon going to need a name.
While plenty of progress has been made there is still lots to do if we hope to complete the trading and markets aspect by the end of tomorrow. Nutta our economic simulation expert (yep Eve isn’t the only game who has one) has just handed me his simulation code that changes the price of items based on supply and demand. Following is some of the background story written by Wishsprite for your enjoyment.
When travelling between jobs I’d often think about 42. What could the question possibly be? Now that I’ve met the crew of The Folly, I’m pretty sure it’s ‘How many IQ points do these guys have between them?’
So, I finally started my favorite part of any game jams – the music! As the main game character is a wizard-monk-hood-guy and it’s overall very catacomb-y, I wanted the music to be somewhat “church-y”? Is that a word? Anyway, here’s the WIP track, please let me know what you think of it.
I have spent all of today getting over my aural creative block! This video is meant to show off the audio in my game. Tell me what you think about it, I’m not quite sold on the sound effects.
Also, try to see if you can start spotting which enemies are dreams and which aren’t! (Hint, some turn faster than others).
Our game is about connections, feelings and universe. It’s a metaphor about influence of human culture on space and beyond, about our waves of informations. And now… we have SOUNDs!
I’ll be entering the competition rather than the jam and I can’t wait to see what the theme is! Let’s get down to it, I’ll be writing the game from scratch in C++ with the library SDL2. I will be targeting windows so my apologies in advanced to those Linux or OSX users – perhaps I will port it to those operating systems after the initial 48 hours.
Not sure if this is allowed but I will start my first 24 hours on Friday 22nd, miss out Saturday completely (due to real life events) and finish the last 24 hours up on Sunday. Hopefully that’s not against the rules.
Engine: My own!
Libraries: SDL2, SDL2 Image, SDL2 TTF, SDL2 Mixer
Operating System: Windows
I’ll also be making a timelapse of the game’s development which will be uploaded to YouTube either Monday or Tuesday next week.
Good luck to everyone who participates