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(06-29-2016, 12:28 PM)TabuuForteAkugun Wrote: [ -> ]That's for skyboxes, not for stuff like shiny reflections.
If you want shiny reflections, use Standard metallic shader with a high smoothness :
[Image: attachment.php?aid=6789]
And for a good looking reflection, use an HDR skybox ar use reflection probes (you can bake them for performance).
(06-29-2016, 12:28 PM)TabuuForteAkugun Wrote: [ -> ]That doesn't work for my model. It makes it look TOO smooth.
You can adjust the angle according to the shaded view.
But you can't do a Turbosmooth or a Subdivision surface ?
Hmmmm... okay! Smile

And I hate TurboSmooth with a thousand passions. XD It raises the face count like hell and deforms it. Any gaps present will get bigger, too. Very Sad And Subdivision did nothing. Any attempt to tesselate / turbosnooth makes the meshes look like @$$.

But I exported to triangulated OBJ to get all tris, reimported over the boneset and applied Edit Normals on all objects and it looks kinda better. Smile I will also be redoing the textures (except the boots, they're final, although I might make a spec map and only make the boot iself shiny and not the bottom)

I restarted the rig from scratch because I need to make tweaks to bone placements and some edge loops.
Fixing up the HUD in my game.

[Image: xpkETJ7.png]

Also changing how the info ticker works.

[Image: JHrGNZG.png]
I don't know why I keep working on visual junk... Perhaps I'm just intimidated by actually programming Mario's attacks and whatnot.

Either way, I've been giving a some things a visual overhaul:

[Image: hkU83SK.png]
[Image: h47UWw3.png]
Programming is actually pretty intimidating, I find...doesn't matter what I'm trying to make.
Then, when it's not intimidating, it's tedious.

Well, gl, and you're visuals are looking pretty neat!
Looking good! Genki ^_^

So this week I'm going to finish rigging my character and then plop her into my title screen and do some gameplay work. Which will include: animation, coding, physics, etc,

And I'd love your opinions on this short sample of my title screen music!

https://twitter.com/Sorcia_Indie/status/...6943533056
(07-11-2016, 09:27 AM)TabuuForteAkugun Wrote: [ -> ]And I'd love your opinions on this short sample of my title screen music!

https://twitter.com/Sorcia_Indie/status/...6943533056

I like the melody well enough, but not so much the instruments used. Very early MIDI-sounding. I would see if you can get a higher-quality instrument set.

Anyway, I've got attacks working. (I had help with Mario's pathfinding for the jump attacks, since that was what I was mainly struggling with.) I still need to program all the different ones, but hey, a start's a start, right?

[Image: igM6X21.png]

Oh, and the different Audience Members DO all have different reactions to whichever attack you're using. You can probably tell by now that some fellows quite enjoy a good ol' Jump Sticker, whereas others couldn't care less for them...
That's because it's converted from a midi. I'm not entirely sure how to make them sound natural.

And is this a Paper Mario fangame or...? This'll be the first one I see. Smile
(07-13-2016, 07:11 AM)TabuuForteAkugun Wrote: [ -> ]sound natural
Some music creations programs can compose a music from orchestral sound records, but it's very expensive (price and 256GB of RAM!).
Or you can compose yourself with orchestral sound records from Internet. But with MIDI, a music very complex with many notes at same time can be very good, and remember that MIDI sounds can change on different OS.
@iyenal That's why I convert the midi to OGG with a soundfont that won't change. Wink

I found a slightly better one (sample on my twitter). But no way in hell I'm paying in the 100s of dollars just to write music. I want to own what I create. Tongue
I highly disapprove of midis in a serious work. the reason being quality (i feel like there is not much control over note dynamics you can do), and that depending on the device, it will sound different than you intended it to be, which causes variable results.

musically speaking, pure midi is comic sans.

if you can manage trackers and samples, you can make interesting music without having to spend money or demand more PC power.

an example i made with trackers

https://soundcloud.com/gorsal/snowlands

in the end, even choosing the correct "font" means nothing if the "text" is poor - so if your composing skills are very good, you're already in the right direction.
@Gors: The midi is converted to OGG with a soundfont that will sound the same anywhere. I'm not using raw MIDIs. I just use MIDI because I compose in Anvil Studio. But then I run them through a converter that changes instruments to a constant bank that won't change.

But I will check out OpenMPT and this soundfont file I found.
ah right, that actually sounds ok in my book! i couldn't check because the link you posted has expired.
(07-14-2016, 11:37 AM)Gors Wrote: [ -> ]ah right, that actually sounds ok in my book! i couldn't check because the link you posted has expired.

Expired because I deleted it. Here's the new one.

https://twitter.com/Sorcia_Indie/status/...9871641600
it's always hard to give c+c on music due to the intangibility of the piece but it's kinda problematic in some parts, such as the part on 0;37 - the accidental note doesn't fit with the chord you're using and it sounds very wrong.

Also, due to your process of making midi then using custom soundfonts, is that the notes have no dynamic at all. The leading flute is always the same tone, there is no warble or decay in volume to simulate a real person's breath, and the strings seem to go on forever.

Writing the dynamics for the notes can be tiresome but it is really worth it imo.

another example of a track i did with apparent dynamics in notes:

https://soundcloud.com/gorsal/the-path-f...y-dual-mix

The lead, the guitar chords and percussion has variable volume, also in 0;51 the strings change the way they're played - short notes (stacatto) - so the music can sound even more lively.
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