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Messages - Max

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Game art & music / Re: Tileset for a world map
« on: October 02, 2020, 02:49:02 am »
I think they're actually talking about like this attached image, like Final Fantasy or Zelda 2, where you walk around the overworld.

Nobody's made a tileset like that as far as I know yet, but it'd be really easy. There are tiles for what Llamazing posted, which would work to make the same thing I imagine

Your projects / Re: Ocean's Heart
« on: September 30, 2020, 07:19:05 pm »
For sound, I do everything by combining and editing samples, some I record myself, most are from , you can search and filter by license. I've never had much trouble finding what I need with a CC0 license.
Also, listen to podcasts and youtube videos about foley. I recommend Twenty Thousand Hertz, episodes 12, 51, and 67. Maybe 27 and 30 depending what you're doing. Look up youtube videos for like, "how did they make the ___ sound".

Tools are useful, I just use audacity for sound effects because it's lightweight and does what I need, but they're not nearly as important as creativity and knowing how to make the sound you want. Which, all of that just comes from studying how others made sounds. For example, the enemy getting hit sound effect in one of my games is a stack of canvas being punched layered a few times, some vegetables being broken, and the sound of some wet, rotten meat being dropped on a cutting board that I happened across. That's a pretty classic combo for people/things being hit. Then sometimes you get a weird tip from a podcast or youtube video or friend, which is how I found out pigs scream, and that's the basis for most of the monster noises in Ocean's Heart, mixed with my dog growling.
Then all the processing of slowing down, or pitch shifting, or adding some synth bass behind it to make it really hit hard, etc.

Music is way more commonly understood. I use ableton to record and mix, but whatever you have will do. I think audacity is a bunch of trouble for music just because of some of its workflow stuff and I don't know that it snaps to bars, but it'd work fine too.

Your projects / Re: Ocean's Heart
« on: September 25, 2020, 06:31:25 pm »
Haha, yeah, search on if you want to see how I distributed it there, it's a free download.

Your projects / Re: Ocean's Heart
« on: September 25, 2020, 12:45:40 am »
Yeah, exactly. It's the same as Yarntown, downloading the "game" is a bundled version of the game and solarus-run.exe

Shane, I also really want to see an official Switch port. Time will tell but I'm hopeful.

There's the argument to be made that even better than that, is a tileset that- for example, arranges the house within the tileset so you don't need to use tiles from several different places. This uses more space though.

If you're using the tileset from ZSDX, you can open ZSDX and copy directly from there, if that's helpful.

.it is I believe "impulse tracker"
I think it's impossible to convert and audio file to an .it file. They're not the same kind of information. That's like asking if there's a program that can convert a WAV to sheet music. You can transcribe music to .it, but converting isn't possible since .it isn't an audio format, it's closer to midi

By the way, "local" isn't a command to create a variable, it's just specifying scope for the variable : )
I'd recommend not worrying about looping music and menus and stuff until you're more familiar with coding in Lua. Creating maps, and starting with coding there things like opening doors, is a better place to start generally. If you keep at it, you'll learn and eventually be able to create the menu music thing you're talking about.

Your projects / Re: Ocean's Heart Beta Testing
« on: September 01, 2020, 05:12:54 pm »
Glad you liked Yarntown! Development on OH is actually pretty much done at this point and I'm past the beta testing period, but thanks. At this point there's basically only localization and a few engine bugs left before release.

So, assuming you're asking the question in the title of the topic, is there a free converter to .it from what? I don't know that you can convert to .it files from like, an MP3 or WAV, since my understanding of .it is that it's closer to music for a player piano, or directions for an orchestra, than to a recording, or audio file.

Good luck with your project though. Solarus definitely won't be as easy to learn as RPG Maker- that's because Solarus lets you do more and allows you more freedom. But I'd recommend starting with the map editor, and creating some basic overworld maps to start learning. The title screen you're describing is going to be much more complicated to make, and will involve a lot of coding and understanding of Lua. Just because it's the first thing you see when you boot up a commercial game doesn't mean it's the easiest thing to do.

I'd also recommend following Christopho's tutorials on youtube. It's a good place to start, and there's also a book that explains a lot about Solarus and can help you learn- it's available somewhere on the forums, you can search.

Making a game that's long is very hard and will probably take several years, so best of luck sticking to that!

Your projects / Re: Ocean's Heart
« on: August 25, 2020, 03:03:25 pm »
Was this a download link for the game, or the link to the source code? I need to update the source repo to include / not include certain things, but I don't necessarily want the game available for free downloading so close to release lol

Your projects / Re: Ocean's Heart
« on: August 09, 2020, 10:27:43 pm »
Another thing to consider, none of the maps on the game like, touch the edges of the game area, then going 480x270 is probably ideal. I believe this is what hyper light drifter does, they're 16x16 tiles (I believe), but just every map is large and the playable area doesn't go to the edge, so you don't have to worry about tiles lining up at the edge.

Development / Re: Outward separator problem with interaction
« on: August 07, 2020, 12:12:28 am »
Seems like you're essentially trying to create an L shaped area then, which you can't do with separators. Imagine you're walking along the north edge of the separator, headed east toward the purple arrow. As soon as you clear the separator, the camera would snap to out the hero in the middle of the screen. Also L shaped aren't supported, I think that's probably one reason why.

You could maybe make some kinda system where you use other entities to control the camera's movement, and have the camera move more slowly, but it sounds pretty tricky.

By the way I like the changes you make to the trees and stuff, looks good : )

It's possible but there isn't any functionality for it in the API, so yeah, you'd have to do most of the online work yourself. Someone is already working on local multiplayer though which is probably a big part of it. Idk when that will be ready tho.

Go with what you like then!
 I tend to draw a bit of a lower angle than Zelda- it seems like those first two trees are based of my art? Which is a tad closer to side view than the conifer, which I think is based on Minish Cap, as is more top view. I'd roughly guess (if 0⁰ is like, super Mario, totally side view), those first trees the camera is like 45⁰ up and the third is like 60⁰ up?

But then there's lots of exceptions. Google "link between worlds perspective" and you can see how they had to make things kinda lean back to make sense. It's kind of a mess and you gotta feel it out. But if you're starting, a good note is that you can see a lot more of the top surface of objects than you'd expect.

It's helpful to think in ratios. For example, if drawing a box. 45⁰ angle, the ratio of how big the top surface is to the side is about 1:1. Normal Zelda stuff, the perspective of stuff is like 2:1 top: side, whereas like old final fantasy games seemed more like 1:2 top:side.

Idk if that makes sense or helps?

Love that movie. One furthest to the right reads most clearly to me but you have two different perspectives for these. 2 and 4 are from a lower camera angle than 1, 3, and 5. So what angle are you other assets drawn from?

Your projects / Re: Ocean's Heart
« on: June 08, 2020, 07:24:52 pm »
Oh yeaaaaaah, I forgot lol
It's a good point. I'll think about adding it, I needed some way to sink extra coral ore after miscalculating how much there was

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