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I started making a game

Started by bluaki, June 01, 2012, 08:48:14 PM

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bluaki

Quote from: Dovydas on June 14, 2012, 11:12:41 AM
lol should this not go in the tec board?  confuseddood;
Does Tec have his own board? confuseddood;

I didn't intend for this thread to end up with technical programming-related replies, but instead I wanted opinions on the game's features and design that I described n_u

Thyme

Quote from: bluaki on June 14, 2012, 11:43:17 AM
Does Tec have his own board? confuseddood;

I didn't intend for this thread to end up with technical programming-related replies, but instead I wanted opinions on the game's features and design that I described n_u


ah
so, video games board, then ifeelbetter;

ncba93ivyase

How exactly did you start on the music editor? What are you using? It's something I really want to get into and now I feel pretty jealous because what you have looks pretty good. befuddlement

Also, it looks pretty similar to Nanoloop, and that's a good thing.

Quote from: Dovydas on June 14, 2012, 11:12:41 AM
lol should this not go in the tec board?  confuseddood;
no because then it'll just die


Quote from: ncba93ivyase on June 18, 2014, 07:58:34 PMthis isa great post i will use it in my sig

Mando Pandango

I've seen worse music editor designs. What you have is effectively what's called a piano roll.

If you haven't yet, allow separate tracks for different "instruments," and allow for percussion instruments.

Also I'm not quite how to describe this next suggestion, but it's a fairly common feature in music editors. Make it so that you open up a new pattern, lay down the notes in that pattern, and then put that pattern in certain places in the overview of the song. So you can just paste down blocks of notes that you want in certain places and quickly edit multiple parts of the song at once. Hopefully that makes sense.
Quote from: Magyarorszag on August 22, 2018, 10:27:46 PMjesus absolute shitdicking christ, nu-boyah

bluaki

Quote from: Pancake Persona on June 14, 2012, 12:40:23 PM
How exactly did you start on the music editor? What are you using? It's something I really want to get into and now I feel pretty jealous because what you have looks pretty good. befuddlement

Also, it looks pretty similar to Nanoloop, and that's a good thing.
no because then it'll just die


Actually, it's not done yet and that picture wasn't rendered by the game itself.

I'm not entirely sure what you're asking about. The interface I just showed? One of the first things I made for my game was a basic menu system, with its current working prompt types including list (a scrollable vertical series of buttons, used for main menu and pause menu), message dialog (shows text at the top and buttons at the bottom), text entry, and tile grid (a rectangular set of buttons listing the tiles that can be used in map editing). This is essentially an extension of that for one more menu type, using many of the same structures and functions as those other types. It's all drawn using SDL's rectangle-drawing and text rendering functions.

For the music synthesis itself, like I mentioned in the previous post, I'm limiting it to easily-generated "instrument" types like square and sawtooth. The waveform of those is generated from the frequency by simple arithmetic and it's just added together for multiple notes playing simultaneously (or maybe averaged together; I don't know if that'd sound any good and intend to try it). SDL has audio functions that simply ask me to write a function that fills the waveform buffer for it.

Quote from: Colonel Cold on the Cob on June 14, 2012, 12:47:15 PM
I've seen worse music editor designs. What you have is effectively what's called a piano roll.

If you haven't yet, allow separate tracks for different "instruments," and allow for percussion instruments.

Also I'm not quite how to describe this next suggestion, but it's a fairly common feature in music editors. Make it so that you open up a new pattern, lay down the notes in that pattern, and then put that pattern in certain places in the overview of the song. So you can just paste down blocks of notes that you want in certain places and quickly edit multiple parts of the song at once. Hopefully that makes sense.
What I have planned has each note labeled with which instrument plays it (notated by the color), but they're not divided into any sort of "tracks" beyond that. What purpose do tracks serve in something like this?

At least to start with, I'm only using instrument sounds which are easily synthesized, which tend to be the chiptune-ish ones and exclude percussion instruments. Strings are the only realistic instrument type for which I'm aware of synthesizing algorithms. Maybe I'll add fancier instruments and/or sampling eventually, but not for a long time in development.

I understand what you mean by linking together parts of the song for maintaining changes across several duplicate segments, though I feel like that would overcomplicate certain things quite a bit so I'll leave it out and simply consider adding it eventually and much later. But this point does make me realize that block select and copy+paste would be pretty useful so I'll try adding it after I finish the other stuff I mentioned in that post.

Mando Pandango

Quote from: bluaki on June 14, 2012, 02:13:42 PM
What I have planned has each note labeled with which instrument plays it (notated by the color), but they're not divided into any sort of "tracks" beyond that. What purpose do tracks serve in something like this?
Mostly so you can have two different instruments in unison if you want. What you have works.

QuoteAt least to start with, I'm only using instrument sounds which are easily synthesized, which tend to be the chiptune-ish ones and exclude percussion instruments. Strings are the only realistic instrument type for which I'm aware of synthesizing algorithms. Maybe I'll add fancier instruments and/or sampling eventually, but not for a long time in development.
All you need for percussion is a simple noise channel, like what the NES used.
Quote from: Magyarorszag on August 22, 2018, 10:27:46 PMjesus absolute shitdicking christ, nu-boyah

bluaki

I finished at least the primary functionality of that bgm editor. It's only missing some non-essential (albeit useful) things like mouse support, copy+pasting a selection, renaming a song after it was created, quit confirmation for unsaved changes, cleaner font, and setting a loop point (to return to some specific point rather than the very beginning of the song after finishing). Feel free to post any other suggestion about this small part of my game.

downloads, keybindings, and some more description is all at http://bluaki.dyndns.org/heromapper/

[spoiler=actual screenshot][/spoiler]

the current progress with the rest of the game happens to be in the same program, but it's not really in a state worth trying so just choose the composer option on the main menu

ncba93ivyase


Quote from: ncba93ivyase on June 18, 2014, 07:58:34 PMthis isa great post i will use it in my sig

6M69I69B9

i have NO fucking clue what anybody is talking about in here.  im so casual like fuck  happydood;

anyway, i wonder if there's going to be some secret stages or some cameo

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Mando Pandango

Quote from: Original_MIB on June 19, 2012, 10:35:34 PM
i have NO fucking clue what anybody is talking about in here.  im so casual like fuck  happydood;

anyway, i wonder if there's going to be some secret stages or some cameo


i don't understand any of the programming jargon if that makes you feel better
Quote from: Magyarorszag on August 22, 2018, 10:27:46 PMjesus absolute shitdicking christ, nu-boyah

Zach

This reminds of Outsider RPG. I still regret that we never really got it going. A Boyah RPG would be less interesting but still fun to work on nonetheless.

Mando Pandango

how is this anything like outsider rpg
Quote from: Magyarorszag on August 22, 2018, 10:27:46 PMjesus absolute shitdicking christ, nu-boyah

bluaki

June 20, 2012, 02:01:43 AM #27 Last Edit: June 20, 2012, 02:05:22 AM by bluaki
This game will have battles that are (primarily) Zelda-like, not turn-based RPG. Its editing versatility might eventually be enough to allow turn-based battles, however.

Quote from: Pancake Persona on June 19, 2012, 10:24:23 PM
why no source code
Because it's probably ugly and I haven't decided on a license yet
but those don't really matter, so I just added a link to the source on that page.

I'm only used to writing/compiling code for GCC and with GNU utilities, so I don't know if it's at all compatible with Xcode or whatever else. Does Xcode even have/use Make?

ncba93ivyase

June 20, 2012, 12:42:12 PM #28 Last Edit: June 20, 2012, 12:48:23 PM by Pancake Persona
Quote from: bluaki on June 20, 2012, 02:01:43 AM
This game will have battles that are (primarily) Zelda-like, not turn-based RPG. Its editing versatility might eventually be enough to allow turn-based battles, however.
Because it's probably ugly and I haven't decided on a license yet
but those don't really matter, so I just added a link to the source on that page.

I'm only used to writing/compiling code for GCC and with GNU utilities, so I don't know if it's at all compatible with Xcode or whatever else. Does Xcode even have/use Make?
i believe it does but i never even touch xcode

It definitely installs make with other utilities when you install Xcode, so it may or may not actually use it. It doesn't really matter since I compile everything through the command line anyways.

Quote from: ncba93ivyase on June 18, 2014, 07:58:34 PMthis isa great post i will use it in my sig

Zach

Quote from: Colonel Cold on the Cob on June 20, 2012, 12:03:28 AM
how is this anything like outsider rpg


It wasn't that the game concept reminded me of Outsider RPG - it was the fact that bluaki was posting about making a video game. Boyah and Outsider are forever linked in my mind, so it reminded me that we were going to make a video game once.

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