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Project: untitled metroidvania
Project Started: 6th January, 2010 Last Update: 29th January, 2010
Project Owner: zezmoo Project Members: zezmoo
Project Type: Platform/RPG/Fighting Project Progress:

Ack, ini's.
Posted 11th Jan 10, by zezmoo  
Futsed with the save/load functionality for a bit (read:Much longer then I should have had to considering how simple it is.) It works as of right now, but the menu is kinda ugly, so next up is to figure out how I want it to look, and then make it purdy. I also implemented a nifty little combo feature, so when you wail on an enemy, not only does the game make you feel awesome (I have gotten up to a little over 40 hits so far, and considering thats with two attacks and a special, thats not TOoooo shabby,) it also gives you some bonus exp. Ill probably include some other ways too get bonus' to your exp, so that the game encourages you to play it with skill, as apposed too just grinding for lvl's (I have probably been playing too much Muramasa of late.) I also tweaked the hookshot a tiney bit, so now you can use it on enemy's, and objects, and it can propel the two of you at each other (Its really satisfying to hookshot a flying opponent, then stab them to death before they get close enough to damage you, and use the momentum to continue airborne combat against another. Ill probably start implementing specific air based attacks pretty soon, to make aircombo's a bit more viable.) I probably need too tweak my knockback a little bit more, as I have occasionally gotten frustrated by breaking my combo due too poor luck with the knockback, rather then poor timing on my part. I might not tho, as it should be less of an issue with more variation of attack.

[EDIT]
I totally neglected to mention this, largely because I have the code disabled most of the time Im working on this game, as it is sort of annoying to have to pause my music every time I test some new function for 10 seconds, or make infinite dissonance, but the sound engine is basically done, I may tweak it a little bit more in the future, If I want too add anything nifty too it. Its loop based, and remixes itself based on whats going on onscreen, you can hear an example of some audio here ->http://drop.io/wcfecyj/asset/crystiline-mp3
but keep in mind that in game it will likely not sound like that at all.

Posted by Jon C-B 11th January, 2010

That musics interesting what did you make it in? Also, does that site play any music thats uploaded to it? or just mp3s
 
Posted by zezmoo 13th January, 2010

I used FLstudio for sequencing, the primary "instrumentation" is a recording of a bottle breaking, made using an M-audio usb interface, I dont remember what mic I used, but it was probably either a shure vocal mic, or a cheapo audio-technica, as that's about 90% of what I use. I also used some different VST and VSTI plugins, mostly the steinberg bitcrush, prosoniq's vocoder (to add harmonics to the glass sound, and to get the drums to modulate it) and the NOMAD rock amp legends, mostly as an EQ, and for the fuzz on the drums.
As for Drop.io, Im not 100% sure what file formats they support, I just noticed the music player dudad about a week ago, it was previously just a way faster version of rapid share, where you could edit the content a bit better, but they seem to be futsin with it a bunch.... maybe Ill try uploading an Ogg or a midi sometime soon?
 


 



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