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363131 No.1256   [Delete]   [Edit]  [Reply]

I think its important that everyone start working from a practical standpoint so this could actually be accomplished as a project.
One should work out everything absoloutely nessesary involved in making Yume Nikki itself so One has the resources available to us to make something similar.

It sounds mean but you need to have less ideas and spend more time making the guts of the project actually work.

From a practical standpoint, I think we should aim to produce a simple demo by the end of the year with apartment, nexus and a single dreamworld and a four simple effects (TOWEL, KNIFE, STOPLIGHT, CAT) that give us a chance to flex our muscles and get comfortable with programming behavioural code. TOWEL would be very easy to code. CAT could be very hard. We should also have a second dreamworld that is very dull and small in order to text teleporting/travelling between different dreamworlds to make sure we have the code to make behaviour like that actually happen.

This wouldn't be a flood of ideas. It would be very spartan and graphically very simple. The focus should be making something that works, not something that delivers an experience. We're building the engine that'll drive our vehicle before we start sculpting the experience. A game with no game won't work.

>> No.1257   [Delete]   [Edit]
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303800

A list of basic assets I think we need to manage:

  • Tunnels, doors, objects that trigger an animation BEFORE travelling to a location.
  • Teleportation
  • Basic enemy behaviour (walk aimlessly, walk in a pattern, chase protagonist)
  • Basic NPCs. They move around, have a basic walk animation and all are affected by the various affects. There should be three different kinds. What they look like graphically is completely non-important. We shouldn't sweat that, we just need to make them actually work. One of the three should teleport you to a dead-end when you meet it and one of them should be 'angered' when you stab it so that it WILL teleport you if you try to stab it - replicating Touringen behaviour.

Any collision detection that needs doing
Animation queues (stab object, object dies - or an animation behaviour occurs)
Four areas to test different level design skills:

  • Area One is a 'top level', with a few interesting objects, a looping part like many levels with a moving background object.
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>> No.1258   [Delete]   [Edit]
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35374

I recommend that before an area is properly rendered in the chosen artistic style, it is sketched and scanned or drawn in photoshop using tilesets to compare scale and then imported in rough. It'd be messy but it'd mean we could pummel through huge areas of the game very quickly in a productive way - making sure it WORKS before we actually invest hours into the art itself.

Once we have this much together and we're 'caught up' in terms of our capabilities with Kikiyama, THEN we can pursue making something grand.

Baby steps, I think.

In the real world, you have to have a floor to stand on before you have somewhere to plant your ideas or your only option is to fall endlessly.

>> No.1259   [Delete]   [Edit]
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Its a very very realistic goal. Once you have this done, you've got a bunch of pieces you can actually play with and start making real design decisions instead of random idiots going "DERP I HAS AN IDEA!" and the whole thing floundering like a fish out of water.

On an intellectual basis, we need to do what works best and put a bunch of ideas into a big pit and fish them out, selecting only the best ones. The focus should be on maintaining an overall theme we want to communicate, which is what made Yume Nikki so engrossing. We should also focus on having a very small number of NPC characters as we don't want to overwhelm and cheapen the experience -- But WE SHOULD NOT ACCEPT IDEAS OR CONCEPTS BEYOND PRIVATE DISCUSSION UNTIL THE DEMO IS COMPLETED.

This forced silence ensures that people are motivated to get the code done while they're literally bursting to blurt ideas out. I'm sorry but this is a really hard step and it MUST be accomplished before the project will go anywhere. It needs to be treated like a project, with goals, milestones and analysis.

>> No.1260   [Delete]   [Edit]
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Some how in my mind I feel obligated to save Madotsuki. Isn't that sort of sad?

Really though...

Kikiyama was a deeply skilled, if not troubled individual.

If as a group we can't accomplish what he did, then we are pathetic.

Show me you're not pathetic, Uboachan.

>> No.1262   [Delete]   [Edit]

Well, I think it's pretty important that we keep in mind that any ideas anyone throws out before we've got basics down is nothing but an idea.

I don't think it's all that big a deal to talk or not talk about ideas before we have a demo out, but talking about them is good and well only if everyone fully understands that none of those things are ever happening unless we can at least get a basic game with which to implement them.
ie. ideas should be treated as suggestions to put on a "something we maybe could implement sometime later" list.

But yeah, to-do lists and milestones need to be made. Your list of basic assets is a good one.
A lot of these things are mostly about establishing how we will script them tho. Fortunately pretty trivial stuff.

So ehm, I do believe this means I have to go fetch rpgmaker and get cracking on working out a system to handle the interaction with.

And yeah, all areas and somesuch should probably be properly sketched and plotted out before we actually start building them. Especially the plotting part. We can add stuff in post-mortem, but it's better if the area was built to include all of its content from the get-go.

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Last edited 10/07/28(Wed)11:19.

>> No.1263   [Delete]   [Edit]

I try.

>> No.1264   [Delete]   [Edit]

Honestly, this seems a bit too realistic. We could probably do all of this in a month if we really rushed the graphics like you're saying AND the effects gave us trouble.

Sure, it's good to have a base for our game, but honestly, we're pretty much doing that. We're going in the exact direction you're telling us to go in. As for effects, considering the focus isn't actually on effects, I don't think it's worth the time to code ripoffs for practice. Teleporting, and even animated doors takes...literally a second to code in if you have the two areas and the animation. All of the areas you've pushed are very easy to put in. Collision detection is literally BUILT INTO RPG Maker 2k3. The only thing I'm really not sure about are NPCs, but only because I'm not that familiar with RPG Maker.

Open, endlessly looping areas and mazes with enemies are very cheap and frustrating, and are really only put into fangames because they were in YN, and there's some weird NEED to be similar to YN. You can make it a spiritual successor without making areas that are honestly ripoffs.

>>1258
As a worker for this project p much dedicated to graphics, I...kind of knew this already. But honestly, we would only need to go to that extent for if we were REALLY rushing. We don't need to revert completely to a sketch for our areas, and that could get visually confusing besides. At the most, we could do basic spriting work to test it before going all-out.

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>> No.1266   [Delete]   [Edit]

If its all so easy, why hasn't it happened yet?



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12801 No.2   [Delete]   [Edit]  [Reply/Last 50]

Making separate threads for each topic of discussion to keep it relatively organized.
First off, effects thread. Post concepts, sprites etc and discuss.

What we have so far:
Wheelchair (for 2x spped boost like bicycle)
Hoodienori (for landmarking with spraypaint)
Fishhead (for crossing/going into water)
Levitation (possibly for crossing different obstacles/like witch effect)
Hammer (for use as a weapon)
Alternate Outfits?
Sunglasses (for shading bright areas)
Loudspeaker (for scaring away npcs/monsters)
Door (medamaude)
Child (may be holding plushie/combined with plushie effect)
Light bend

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Last edited 09/11/07(Sat)12:47.

50 posts and 18 images omitted. Click Reply to view.
>> No.1212   [Delete]   [Edit]

>>1210
Great! Just fill me in on what's in and whatnot. To start me off, ive me something to sprite.

How about a Police Woman effect? The flashlight she carries acts as a lamp.
IDk, just spouting ideas.

Anyways, I'll do as much as I can!^^

>> No.1213   [Delete]   [Edit]

>>1212
At least until the crushing despair at realizing that nobody is doing anything sets in.

Anyways, first you're going to want to find a working patcher. If you can get your hands on one that will actually work, let me know; I added a few things and would like to patch them in.

By the way, Kazenori is male.

>> No.1220   [Delete]   [Edit]
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I personally liked the idea of toy plane.
And that's what I did.

Maybe I'll add a windshield or make Kaze's hair flow later.

>> No.1227   [Delete]   [Edit]
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Just making sure this is the right kind of hammer before doing the attack animations.

>> No.1229   [Delete]   [Edit]

>>1227

The grey really blends in with the clothes, I can barely see it... but yeah that should be the right hammer. It's up to you really.
It could be a big mallet though... the color would probably stick out better too.

>> No.1235   [Delete]   [Edit]
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Think I just fixed the color issues.
(Is it rust? Blood? Kool-Aid? Colors being affected by its dream properties? Who knows.)

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>> No.1237   [Delete]   [Edit]

>>1236
Awesome~!Kazenori can now attack dream people!

>> No.1238   [Delete]   [Edit]

>>1236

Wow, that animates really well!

>> No.1265   [Delete]   [Edit]
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8076 No.1245   [Delete]   [Edit]  [Reply]

I'm taking control of /p/ and progress will be made (albeit at my own pace). Ideas are welcomed, but I won't say if they'll be used.

I'm going to take whatever I want from the old project, and this new project may become something new entirely. Aku is also co-head of project, as he's the only one who cared enough to continue bringing it up, and he can actually code and stuff.

Last edited by moderator 10/07/27(Tue)03:28.

>> No.1248   [Delete]   [Edit]

New IRC channel is: #ubasement on irc.rizon.net

Clickable link
irc://irc.rizon.net/ubasement

Web client
http://qchat.rizon.net/?&channels=%23ubasement

Last edited 10/07/21(Wed)03:21.

>> No.1250   [Delete]   [Edit]

It's kind of sad that there's not even much for you to use, even after how long this board has been open.

oh well. as long as there's progress and I get to play the game eventually, idc. I might even come back and try to help again if I feel like shit is getting done (not that I did much to begin with, but oh well).

good luck, kaguya ;A;

>> No.1251   [Delete]   [Edit]

Each and every one of us could get shit done, I am sure of it.

We just can't get shit done together.

>> No.1252   [Delete]   [Edit]

>>1251
No, the problem is that nobody wants to do actual work. Everyone's eager to give out their ideas and feel like part of a team, but they just want to leave the actual work to somebody else to do and nothing gets done.

We could very well get shit done together, but each and every one of us doesn't want to.

To be perfectly honest, it's because of this sort of attitude:

>>1250

>oh well, oh well. nothing is getting done but it's not my fault. as long as there's progress and i get to have something to play i don't care. but maybe if OTHER PEOPLE do work, i'll come back and help guys!

I'm not trying to be mean, that's just the way it is. It's pathetic.

>> No.1253   [Delete]   [Edit]

>>1252
No, it's not mean, I agree with you. That's mostly why I stopped coming here- I didn't have the right attitude (or enough time, yay two jobs) to be able to get anything done, so I figured I wasn't contributing any more than anyone else just sitting around.

>but maybe if OTHER PEOPLE do work, i'll come back and help guys!

and if everyone thinks like this, then nothing will ever get done, right? haha, it's just an endless loop.

>> No.1255   [Delete]   [Edit]

>>1253
that's exactly right.

now, most discussion is happening in the IRC, so remember that's the best place to get in on the project
for the most part, right now, we've come up with a new character and a new real world. I'm going to pretty up the OP.
Also please note that while I promise things will get done, I will work at my own pace. Everyone should work at their own pace.



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860300 No.1005   [Delete]   [Edit]  [Reply]

Hey guys, what up. Just checking back in since I'm finally done with all my exams and shit and nothing else is keeping me from here.

How's it going with the actual game? Has anybody done any progress with it? It seems like we're still just concepting, but some kind of work should be able to be done.
Also are we still using 2k3? Seriously there's no reason to not use a newer version of RPGMaker.

Picture, uh, unrelated.

Last edited 09/12/20(Sun)01:26.

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>> No.1219   [Delete]   [Edit]

>>1218
Man, that's sad. Is there no one interested at the project anymore?
If I wasn't so lazy and busy I'd volunteer to program the game, but yeah. Maybe when winter vacation start...

>> No.1221   [Delete]   [Edit]

>>1219
I want to get this project back up-and-running, but... why do I need a patcher? What are we using to create it? RPG maker?

>> No.1223   [Delete]   [Edit]

>>1221
What's this about a patcher...?

>> No.1224   [Delete]   [Edit]

>>1223
See >>1213

>> No.1225   [Delete]   [Edit]

>>1224
Can't you just add things in, and then post just the archives that were chaged?
>>1221
And yeah, RPG Maker 2003, I believe.

Last edited 10/06/25(Fri)09:34.

>> No.1226   [Delete]   [Edit]

Umm, so yeah. If anyone's looking for the most recent version I've seen of the game...
http://www.mediafire.com/?igkxti2d4td
Buuuut I'm not sure if this is actually the one with everything that has been done, since this was uploaded by rainychan and I think antgirl1 has done some stuff

>> No.1230   [Delete]   [Edit]

>>1216
agreed

>> No.1231   [Delete]   [Edit]

It sounds like you guys could use a subversion repository.

SVN, get TortoiseSVN to actually use it. You just need it set up on someone's server somewhere.

Make a point of always logging your commits (easily done, as tortoisesvn will ask you for a log entry whenever you commit) and voila! All your "who has done what and which is the latest version" troubles gone.

Some kind of version management system is almost obligatory for any net-based project that wants staying organized to be easy.

good luck etc.

>> No.1232   [Delete]   [Edit]

Oh and if the project gets going again (and you get SOME form of version management system, or some other equivalent file-organizing system that is consistent and doesn't require keeping track of who has the latest version) then, being a programmer by trade, I could perhaps hop on as a scripter.

>> No.1249   [Delete]   [Edit]

>>1232
I don't know anything about webstuffs. I broke /p/ with html remember.

We could force rozen to make it though. Either that or we could just use /media/ It doesn't have much traffic anyway.



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105973 No.1176   [Delete]   [Edit]  [Reply]

Okay, meeting over.

I think it was a productive meeting! If you didn't make it, don't worry. Here is a list of the main things we discussed

• Meetings are over, there will be no meetings, so to speak. The IRC channel is where all the discussion and progress will be made. Actively participate in there as much as you can, and even if you're not, stay in the channel because it'll be the main way we communicate.

• No more "idea" people. People that can actually WORK on the project are usually full of ideas anyways. =| So we've got enough of that as it is. We need more people that, you know, can actually DO STUFF, no offense.

• The first thing we need is a map of the different areas and how they link together, from there we can get started on the actual maps themselves.

• BE MORE ACTIVE IN THE IRC CHANNEL

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>> No.1243   [Delete]   [Edit]
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330485

Ok, come on. I have been in that IRC channel for two weeks now and only once has someone come around to talk. The first day I was there, some new person and eventually tsuki came around.
The rest of the time (so those two weeks), nobody has even so much as joined it.
Not even Praesul.

I am disappoint.



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16595 No.8   [Delete]   [Edit]  [Reply]

Discuss RL world hospital room design, or the larger dreamworld hospital.

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>> No.1022   [Delete]   [Edit]
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13126

uploading the nexus tileset, since it's pretty much done

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Got some map draft for you.
I used Pipe's sketches for reference - http://uboachan.net/p/res/764.xhtml
I didn't get ALL the ideas in, but it's certainly a start.
This is floors 1 and 2.

>> No.1062   [Delete]   [Edit]
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Floor 3.

This is still subjective of course, changes can be made, etc.

>> No.1063   [Delete]   [Edit]

>>1060
>>1062
These ist epic!

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1st floor, small filesize for those on 28.8k modems

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3rd floor, for those on modems.

Last edited 10/01/21(Thu)00:05.

>> No.1066   [Delete]   [Edit]

test

>> No.1072   [Delete]   [Edit]

sweatshirt

you are fucking amazing.

ilu

this has me wanting to get some more layouts going for areas.

someone on IRC spam the fuck out of me in PM on monday or tuesday night and remind me.

>> No.1241   [Delete]   [Edit]

sorry to disturb anyone, but how do you make tile sets? I never knew how people made the 2nd layer tiles blink :c i've been wanting to make a small game for me to play when i'm bored but i have no clue how to make the tilesets.

>> No.1242   [Delete]   [Edit]

>>1241
i'm not sure about the answer to your question, but you may want to go to fangames/sequels to ask this. youre more likely to get a quick answer, there.

good luck



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116044 No.1239   [Delete]   [Edit]  [Reply]

What exactly is this board for...? Sorry, im new here :U

>> No.1240   [Delete]   [Edit]

From what I'm gathering, Uboachan is trying to make a Yume Nikki fangame, and this is a board for music, designs and overall progress for the project.



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No.13   [Delete]   [Edit]  [Reply/Last 50]

post any new concepts/ideas for areas etc here, we'll vote on them and possibly create new threads to further design/elaborate upon them.

Last edited 09/08/02(Sun)07:02.

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>> No.1126   [Delete]   [Edit]

>>1087
>>1089

Do you remember this nightmare? Or maybe something more about the character or what kind of area you'd find him / her in?

>> No.1141   [Delete]   [Edit]
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Sprited scratchy.

One with glow,
one without,
one just glow (chases you into neon world?),
and an earlier concept for the monster...

>> No.1142   [Delete]   [Edit]

>>1141

That's looking pretty cool! I like that neon-colored idea. If it chases you in any dark area that would show up really nicely.
Edit: Actually, it looks like something you could find in the Crayon world.

Last edited 10/04/09(Fri)18:39.

>> No.1163   [Delete]   [Edit]
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please do not cry, little one

>> No.1164   [Delete]   [Edit]
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40991

she only kisses you when you wear a "cute" effect ie airplane, something like that

the lipstick stays until you wake up

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104367

dont touch the treasure chest. it swallows you up whole, just like greed..

>> No.1178   [Delete]   [Edit]

>>1163

Expand?

>> No.1179   [Delete]   [Edit]

>>1178
what, you mean like elaborate?
well ignore the doors; its a dead-end place you get sent to by some random event. you can go under the arms, but other than that, it just stand there with blood dripping off its fingers

>> No.1233   [Delete]   [Edit]

>>1107
I've been trying to import the pic into RPGMaker so I could implement the sprite, but when I try to do so I just get an "Incorrect Color Depth" error. I am very much unsure what the problem is.

>> No.1234   [Delete]   [Edit]

>>1233
Are you using the 256-color bitmap format?
Try to save the pic again in different formats and then save it in 256-color again.

Last edited 10/07/06(Tue)11:25.



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72556 No.12   [Delete]   [Edit]  [Reply]

discuss/design/create tileset/connecting areas/etc

>> No.973   [Delete]   [Edit]

What is the arrow pointing to?

Well, it's an interesting idea, but I think it needs some other stuff to spice it up

>> No.977   [Delete]   [Edit]

...hang on a sec, is this going to be a normal area or a "side-scrolling" one like the Mars area from the original YN? Because from the concept art, it sorta looks like it'd only really work as the latter.

>> No.983   [Delete]   [Edit]

>>977

I had been thinking about this, as well.

My only idea of worth on the matter is to have the entrance to the Red Desert take the form of stairs, leading from a hole in the floor somewhere (dream hospital?). Moving into the hole would switch screens to a side scrolling area, where Kazenori could descend the staircase with the skyline and Cute White Thing in the background. Upon reaching the bottom, Kazenori would enter the Red Desert laid out in the traditional area style. This way, we could have a Red Desert that isn't limited by the side-scrolling style, but that doesn't pass up on an eye-catching skyline, and Cute White Thing looming in the background.

>> No.989   [Delete]   [Edit]

>>983
Okay, that makes sense.

>> No.1173   [Delete]   [Edit]
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657093

Beta Map. If other things are wanted to be added, feel free to update this.

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This doesn't do it justice. At all.

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>>1203

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>>1204

>> No.1208   [Delete]   [Edit]

>>1204
oh gooood this looks so cuuuute

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>>1208
Yeah, cute. And looks okay in-game.



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18836 No.80   [Delete]   [Edit]  [Reply]

Suggest, compose, vote, finalize, and such.

We've got a lot of general ambience so far but we still need music for specific places, i.e. crayon world, las vegas world etc etc and their related areas, as well as sound effects for a bunch of things.

http://uboachan.net/media/res/92.xhtml#113
In the .rar in that post is everything in /media/ as of today, plus a quick 4-second white noise loop I threw together since we might need it.

Last edited 09/08/06(Thu)23:42.

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>> No.1006   [Delete]   [Edit]

>>1004

Sounds fine to me :/

>> No.1051   [Delete]   [Edit]

What can I say... I couldn't resist. Music package number six:

http://www.megaupload.com/?d=3USYHHVR

As you may or may not know, the dream hospital was decided to slowly change into an alternate dreamscape as Kazenori wanders far enough in any one direction. I figured it would be nice if the music slowly changed to match the change in scenery. 059.X and 060.X are my attempts at music that slowly becomes more complex. All in all, I think this batch turned out quite nicely.

... I know music isn't really what we need right now, but it's all I know...

>> No.1052   [Delete]   [Edit]

>>1051
We still using the sample I presented or was the a change that went on during the latest IRC[I wasn`t there]

>> No.1053   [Delete]   [Edit]

>>1052

By "your sample," do you mean the .mp3 in the link in (>>969)? (Which is right at home in a game such as this, by the way. Thumbs up!) Also, in that post, you said that you uploaded five files, though only "UCPmusic4.mp3" was uploaded.

Either way, we aren't yet ready to decide which music is to be used for which area. I don't see us getting there any time soon (officially, at least). So, your sample still has a chance.

>> No.1054   [Delete]   [Edit]

>>1051

Awesome work as always.
With all the versions of 59 and 60 I'd love it if there was an area or two in this game, something like a bunch of connected hallways or similar-looking rooms in a row and then switch music as you keep going farther and farther and visually things get progressively worse. Like 60, then 60.1, etc.

>> No.1055   [Delete]   [Edit]

>>1053
Hm,I see.Only one sound file was in there?FFFFUUUUU-i`ll work on puting all the ones i worked on up later.At the moment I has no internet.

>> No.1059   [Delete]   [Edit]
File: 1263847463702.jpg -(9422 B, 300x265) Thumbnail displayed, click image for full size.
9422

http://www.megaupload.com/?f=U1MEK2QU
Okay,after 2 tries of posting on this thread and in turn accidentally making a new thread about this post and posting in the IRC thread,I finally will put this in the right place.

I think this link holds all the sound files I want.If it doesn`t,please notify me.
Pic Unrelated,but cool.

>> No.1134   [Delete]   [Edit]

>>990
22 and 27 are from Phantasy Star Online. 25 is from Sonic CD. I'm sort of disappointed.

>> No.1136   [Delete]   [Edit]

>>1134

Hrrmm... I was about to rant about how I was nothing but upfront about every one of my pieces being derived from various other sources, but... I... Believe I never mentioned that anywhere in this thread... I did bring it up in our IRC channel, but I really should have made that clear here, and I apologize for not having done so earlier. The majority of my pieces were tests of sorts, and I in no way intended to pass the tracks off as being wholly of my own creation.

So, to make everything crystal-clear, every single one of my tracks (except 012) is an alteration/combination of various other music and sounds, a great deal of which were harvested from other video games. I apologize for any confusion or disappointment this may have caused or will cause.

>> No.1222   [Delete]   [Edit]
File: 1277387960413.png -(38.8 KiB, 343x260) Thumbnail displayed, click image for full size.
39722

New "music".Done in the vain on Sunn O))).These tracks are...fairly unenjoyable.I think theyd be best fit for a short area that you dont have to do much in,cause this`ll get annoying fast.
Original Version
http://www.megaupload.com/?d=PNVS750M
Backwards and Lengthened(with effects that made no difference.)
http://www.megaupload.com/?d=ANJK8XYJ



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