Post subject: Re: Minigame Competition #1, 2014 | Audio!
Posted: Fri Apr 11, 2014 8:35 pm
Always have a Shy-Guy in your avatar
Another audio-related idea that I'm going to spit out: I thought it was neat in Zelda 64 when certain characters (Saria, Ganondorf, and the Windmill Man) produced music that got louder as you approached them. The FMOD DLL offers a lot of sound-related functions that are much fancier than anything the Nintendo 64 could do, so I suggest that you take a look at some of FMOD's capabilities.
I'd love to take part in this competition, especially since I'm one of those rebel types who thinks that music and audio is the most important element of game design (other than gameplay, of course). However, the dreaded words group project have given me a lot of school work to tackle (hint: when MFGG admins head up team projects, they spend a lot of time sending e-mails to teammates telling them to get off their bottoms). In other words, I probably won't be able to do anything for this competition.
Another audio-related idea that I'm going to spit out: I thought it was neat in Zelda 64 when certain characters (Saria, Ganondorf, and the Windmill Man) produced music that got louder as you approached them. The FMOD DLL offers a lot of sound-related functions that are much fancier than anything the Nintendo 64 could do, so I suggest that you take a look at some of FMOD's capabilities.
I'd love to take part in this competition, especially since I'm one of those rebel types who thinks that music and audio is the most important element of game design (other than gameplay, of course). However, the dreaded words [b]group project[/b] have given me a lot of school work to tackle (hint: when MFGG admins head up team projects, they spend a lot of time sending e-mails to teammates telling them to get off their bottoms). In other words, I probably won't be able to do anything for this competition.
Post subject: Re: Minigame Competition #1, 2014 | Audio!
Posted: Fri Apr 11, 2014 10:29 pm
Goodbye.
One idea I had was for a haunted house type of game, The idea for this game required some seriously unorthodox methods for gameplay.
One thing was to have a Spectrograph, An SSTV decoder, and a Morse code translator constantly analyzing your system audio output. Using these, you would look for ghosts to show up, They would speak to you using Morse code, you would be able to see the ghosts using the Spectrograph, and you could get clues using the SSTV decoder.
Making this work was simple enough, the tools are all available at no cost.
Encoding: Spoiler:
http://www.nicolasfournel.com/audiopaint.htm (Audiopaint) This would be used to generate the spectrograph images, be careful, as incorrect settings may result in damage to your equipment, and/or hearing. (In other words, keep the volume low, just to be safe) If converted properly, the image will sound like a "Swoosh"
http://www.dxatlas.com/sstvtools/ (SSTV tools) A bit of a finicky program, but rather easy once you get used to it, this can convert a small .BMP file to an SSTV signal, with any of the known signal broadcast methods. The resulting sound file should be a series of beeps, squeals, and static. Even common broadcast errors can be emulated with impressive accuracy
http://www.dxatlas.com/morsemidi/ (Morse Midi) A rather simple system, You input text, and it outputs an MIDI in morse code. The only problem area is getting the WPM right. I suggest soundfonting the resulting MIDI for better compatibility.
Decoding: (The player would have these active at all times throughout the game) Spoiler:
http://www.electronics-lab.com/downloads/pc/003/ (Spectrogram) This is a variable sound spectrum analyzer, or spectrogram. This will continuously scan all input audio and represent it as a series of dashes and lines, within the given threshold. An image that has been converted into an audio file using Audiopaint can be decoded with this. (Try it on that Lavender town syndrome creepypasta track, you might be surprised what will actually show up)
http://download.cnet.com/CW-Decoder/300 ... 25058.html (CW Decoder) This is the Morse code decoder, there are actually a bunch of these online, but this one had proven to be the easiest to set up. It will always mistype at the start, but after a bit, it will start spelling correctly.
This was just one idea, however it was stricken with one fatal flaw. It required the user to have a means of capturing system audio constantly,( For example: Stereo Mix) and not all comps support this.
One idea I had was for a haunted house type of game,
The idea for this game required some seriously unorthodox methods for gameplay.
One thing was to have a Spectrograph, An SSTV decoder, and a Morse code translator constantly analyzing your system audio output.
Using these, you would look for ghosts to show up,
They would speak to you using Morse code, you would be able to see the ghosts using the Spectrograph, and you could get clues using the SSTV decoder.
Making this work was simple enough, the tools are all available at no cost.
[b]Encoding:[/b]
[spoiler][url]http://www.nicolasfournel.com/audiopaint.htm[/url] (Audiopaint)
This would be used to generate the spectrograph images, be careful, as incorrect settings may result in damage to your equipment, and/or hearing.
(In other words, keep the volume low, just to be safe) If converted properly, the image will sound like a "Swoosh"
http://www.dxatlas.com/sstvtools/ (SSTV tools)
A bit of a finicky program, but rather easy once you get used to it, this can convert a small .BMP file to an SSTV signal, with any of the known signal broadcast methods.
The resulting sound file should be a series of beeps, squeals, and static.
Even common broadcast errors can be emulated with impressive accuracy
http://www.dxatlas.com/morsemidi/ (Morse Midi)
A rather simple system, You input text, and it outputs an MIDI in morse code.
The only problem area is getting the WPM right.
I suggest soundfonting the resulting MIDI for better compatibility.[/spoiler]
[b]Decoding:[/b][i] (The player would have these active at all times throughout the game)[/i]
[spoiler][url]http://www.electronics-lab.com/downloads/pc/003/[/url] (Spectrogram)
This is a variable sound spectrum analyzer, or spectrogram.
This will continuously scan all input audio and represent it as a series of dashes and lines, within the given threshold.
An image that has been converted into an audio file using Audiopaint can be decoded with this.
(Try it on that Lavender town syndrome creepypasta track, you might be surprised what will actually show up)
http://rx-sstv.software.informer.com/ (RX-SSTV)
When playing an SSTV sound file, this will decode it into an image.
http://download.cnet.com/CW-Decoder/3000-18511_4-75325058.html (CW Decoder)
This is the Morse code decoder, there are actually a bunch of these online, but this one had proven to be the easiest to set up.
It will always mistype at the start, but after a bit, it will start spelling correctly.[/spoiler]
This was just one idea, however it was stricken with one fatal flaw.
It required the user to have a means of capturing system audio constantly,( For example: Stereo Mix) and not all comps support this.
_________________
When the prey has gone extinct, the hunter must seek another bounty to feed.
Post subject: Re: Minigame Competition #1, 2014 | Audio!
Posted: Sat Apr 12, 2014 10:30 am
Friendly Dictator wrote:
WIP screenshots:
It's called "WAKE UP BEFORE YOU GET KILLED, MINIONS!" You have to ROAR to wake up the sleeping goombas before they fall into the lava, but let the toads die.
Huh, that's kinda like the idea I had, except for more puzzle-y. I'd probably give it at least a quick play, as it looks interesting (though puzzle games aren't my cup of tea...).
VinnyVideo wrote:
...I'm one of those rebel types who thinks that music and audio is the most important element of game design (other than gameplay, of course)...
You too huh? I'm pretty much the same way, though I can't tell if its because I'm so sick of everyone freaking out about graphics that I think they're the least important or because excluding video games, music is my favorite form of art. Probably a bit of both...
[quote="Friendly Dictator"]WIP screenshots:
[img]http://i.imgur.com/lVMk6YD.png[/img]
[img]http://i.imgur.com/68KaNrs.png[/img]
It's called "WAKE UP BEFORE YOU GET KILLED, MINIONS!"
You have to ROAR to wake up the sleeping goombas before they fall into the lava, but let the toads die.[/quote]
Huh, that's kinda like the idea I had, except for more puzzle-y. I'd probably give it at least a quick play, as it looks interesting (though puzzle games aren't my cup of tea...).
[quote="VinnyVideo"]...I'm one of those rebel types who thinks that music and audio is the most important element of game design (other than gameplay, of course)...[/quote]
You too huh? I'm pretty much the same way, though I can't tell if its because I'm so sick of everyone freaking out about graphics that I think they're the least important or because excluding video games, music is my favorite form of art. Probably a bit of both...
_________________
...you know, I'm honestly kind of surprised that "Luigi" was actually a valid answer to the anti-bot question. Nice attention to detail...
Post subject: Re: Minigame Competition #1, 2014 | Audio!
Posted: Sat Apr 12, 2014 3:04 pm
Goodbye.
GravityGames wrote:
You too huh? I'm pretty much the same way, though I can't tell if its because I'm so sick of everyone freaking out about graphics that I think they're the least important or because excluding video games, music is my favorite form of art. Probably a bit of both...
Duuh, dah gr@fix suk & joo Sux. Okay, this joke may have been in poor taste.
I do agree that too much focus is put on the graphics in a lot of cases, especially on the reviewer side.
[quote="GravityGames"]
You too huh? I'm pretty much the same way, though I can't tell if its because I'm so sick of everyone freaking out about graphics that I think they're the least important or because excluding video games, music is my favorite form of art. Probably a bit of both...[/quote]
[s]Duuh, dah gr@fix suk & joo Sux.[/s]
Okay, this joke may have been in poor taste.
I do agree that too much focus is put on the graphics in a lot of cases, especially on the reviewer side.
_________________
When the prey has gone extinct, the hunter must seek another bounty to feed.
WAKE UP BEFORE YOU GET KILLED, MINIONS! A bunch of Goombas and Toads fell asleep in your castle! Wake up the Goombas, but let the Toads fall in the lava! Beware of Gordos, Podoboos, Bob-ombs, Bullet Bills, and Thwomps! Online highscores! Play it now!
Well, here's my entry!
[size=200][b][u][url=https://www.mediafire.com/?s6o67sa3h5qd41b]DOWNLOAD HERE[/url][/u][/b][/size]
[size=150][u]WAKE UP BEFORE YOU GET KILLED, MINIONS![/u][/size]
A bunch of Goombas and Toads fell asleep in your castle! Wake up the Goombas, but let the Toads fall in the lava! Beware of Gordos, Podoboos, Bob-ombs, Bullet Bills, and Thwomps! Online highscores!
Play it now!
_________________
DO NOT under estimate this lakitu to much or it will be the end of that life (note: do not over estimate him either).
Post subject: Re: Minigame Competition #1, 2014 | Audio!
Posted: Fri Apr 18, 2014 11:06 am
sluuuuurp
VinnyVideo wrote:
FD: That game was simply awesome. Thanks for listing me in the credits, but what did I contribute?
I think it was the explosion graphics.
[quote="VinnyVideo"]FD: That game was simply awesome. Thanks for listing me in the credits, but what did I contribute?[/quote]
I think it was the explosion graphics.
_________________
DO NOT under estimate this lakitu to much or it will be the end of that life (note: do not over estimate him either).
Post subject: Re: Minigame Competition #1, 2014 | Audio!
Posted: Fri Apr 18, 2014 1:26 pm
Always have a Shy-Guy in your avatar
FD: Oh yeah, that's right. I just noticed that there's a small gap in the lava, which you could fix my shifting the top layer of lava down a pixel or two.
FD: Oh yeah, that's right. I just noticed that there's a small gap in the lava, which you could fix my shifting the top layer of lava down a pixel or two.
Post subject: Re: Minigame Competition #1, 2014 | Audio!
Posted: Fri Apr 18, 2014 1:28 pm
Not a bird
Mors wrote:
EDIT: Sorry for double post.
Is this really related to sound? :P
[quote="Mors"][img]http://puu.sh/87tES.png[/img][img]http://puu.sh/87tLe.png[/img]
EDIT: Sorry for double post.[/quote]
Is this really related to sound? :P
_________________
Please contact me for any broken links below. Spoiler:
Post subject: Re: Minigame Competition #1, 2014 | Audio!
Posted: Fri Apr 18, 2014 2:28 pm
Mors wrote:
EDIT: Sorry for double post.
There's too many "purple coin" fangames out there. You should try something a bit more related to audio.
[quote="Mors"][img]http://puu.sh/87tES.png[/img][img]http://puu.sh/87tLe.png[/img]
EDIT: Sorry for double post.[/quote]
There's too many "purple coin" fangames out there. You should try something a bit more related to audio.
Post subject: Re: Minigame Competition #1, 2014 | Audio!
Posted: Fri Apr 18, 2014 3:07 pm
Thanks DonnieTheGuy!
SuperMuppet wrote:
There's too many "purple coin" fangames out there. You should try something a bit more related to audio.
There are only one purple coin fangame in MFGG (Expect my old joke game which nobody wanted to play.). And I've already decided to change title. And yeah, I should make it more related to audio. Gotta think fast!
[quote="SuperMuppet"]There's too many "purple coin" fangames out there. You should try something a bit more related to audio.[/quote]
There are only one purple coin fangame in MFGG (Expect my old joke game which nobody wanted to play.). And I've already decided to change title. And yeah, I should make it more related to audio. :agree: [size=50]Gotta think fast![/size]
Post subject: Re: Minigame Competition #1, 2014 | Audio!
Posted: Fri Apr 18, 2014 3:45 pm
Mors, could you have the purple coins emit a hum that gets louder as you approach them?
Mors, could you have the purple coins emit a hum that gets louder as you approach them?
_________________
Spoiler:
Quote:
-_- why i turned like my enemy?
Mit wrote:
Just what is the deal with Paper Mario? I mean really! You've got these huge sprites, all this shading, it's a wonder it doesn't crash the game! Just how do they do it? Really!
DarkBlueYoshi wrote:
Also, it's a 4-bit sprite, not 16-bit in the SNES.
Post subject: Re: Minigame Competition #1, 2014 | Audio!
Posted: Fri Apr 18, 2014 5:52 pm
Cliax Codec X Splatoon
That's not really gameplay related, though.
That's not really gameplay related, though.
_________________
Cliax Codec is a combination of top-down and third-person shooter. The gameplay will blend platforming, puzzle and shmup elements together to create a unique gameplay experience. You will take control of four playable characters which rise against a team that seemingly wants to take over the world - but are their motives really that cliché, or are there deeper motives behind their actions?
Post subject: Re: Minigame Competition #1, 2014 | Audio!
Posted: Fri Apr 18, 2014 10:45 pm
I'm not a guy that can ever be defined
I managed to arrive back just in time!
Gravitygames, I have to say that was a really fun game! Cool idea and well done! Mors, I really like how that looks; really hope to get to play it when it's released.
Anyway, there's only just over one day left !! I really hope to see some more great entries! ^_^
I managed to arrive back just in time!
Gravitygames, I have to say that was a really fun game! Cool idea and well done!
Mors, I really like how that looks; really hope to get to play it when it's released. :)
Anyway, there's only just [b]over one day left[/b] !! I really hope to see some more great entries! ^_^
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum