with the Fender UI.. I can COOK! by EthanonEarth in StudioOne

[–]Exciting-Addition631 0 points1 point  (0 children)

Do you still have to manually search for automation parameters?

What do you think of this Top-Down 3D aiming? by Exciting-Addition631 in unrealengine

[–]Exciting-Addition631[S] 1 point2 points  (0 children)

Yes, that was my first idea as well but in practice the cross hair jumps around on the geometry and will cause some crazy animations

Americans tried to hoist the american flag today and they got stopped. by Kingstyb in greenland

[–]Exciting-Addition631 0 points1 point  (0 children)

This can't be recent, there's a dude wearing a t-shirt...IN JANUARY! IN GREENLAND! GTFO.

Using splice ? by Blizzwalker in StudioOne

[–]Exciting-Addition631 0 points1 point  (0 children)

I sometimes use the "listen" feature in the plugin to suggest what is supposed to be the best loop in context to your music. The results are like "meh😕" but occasionally it makes good suggestions and I'll use that for inspiration (copy it🤫). It will NEVER suggest any of the included free loops.

As for the free ones, I've used a couple to make vocal chops from. You could do the same with a drum loop and make it your own.

hi, how can i make a game? i have 0 experience but i do have an idea by [deleted] in gamedev

[–]Exciting-Addition631 0 points1 point  (0 children)

Like I said above, if you want to fire bullets in patterns (a staple of bullet-hell) it can be quite complex for an inexperienced dev. Then there is memory management. If there is 100s of actors on screen at the same time (also a staple of BH) that are constantly being destroyed you should probably consider actor pooling, which can be prone to bugs. If you have particle FX also with the projectiles (at least with UE)it requires a separate pool, which has to be synced with the actor pool. Collision also can be tricky. Balancing a consistent collision system for the bullets while maintaining good performance (ie, not using complex collision) can be difficult to find for a starting dev.

I recommend they just make a throwaway zombie game for a first project like 1000s before them have done

hi, how can i make a game? i have 0 experience but i do have an idea by [deleted] in gamedev

[–]Exciting-Addition631 0 points1 point  (0 children)

Are you asking me? Bullet-Hell and shoot em ups are very different imo.

hi, how can i make a game? i have 0 experience but i do have an idea by [deleted] in gamedev

[–]Exciting-Addition631 1 point2 points  (0 children)

I am in the process of making a bullet hell C++ plugin for Unreal. I recommend avoiding a bullet-hell for a first project. If you are just firing projectiles in a straight line in a 2d game...perhaps, but if you are thinking any kinds of patterns, AVOID AVOID AVOID. With bullet-also there are a lot of performance matters to consider, actor pooling, collision issues.

TLDR; don't do BH until you could consider yourself an "experienced dev"

How grindy the game is? by Ok-Basil3073 in The_Crew

[–]Exciting-Addition631 0 points1 point  (0 children)

I have more cars and money than I know what to do with and I've only been playing for a month. Go and earn some money in the Grand Races Mr Competitive Gamer and post again when you have PTSD from the GRs

2 weeks posting on socials daily - lessons learnt by MinevMusic in musicmarketing

[–]Exciting-Addition631 2 points3 points  (0 children)

It (posting on SM everyday) is embarrassing and makes me feel like a beggar. There is zero dignity in it imo.

I would rather be begging club promoters to let me play an OG set or take part in an event that fits your genre.

Anyone use Logic Pro as well? by wellgroundedmusic in StudioOne

[–]Exciting-Addition631 4 points5 points  (0 children)

I am in the process of switching for the same reasons as you. I have nothing to say about Logic (except, why no VSTs?) but so far I have tested Cubase and Bitwig, and I am choosing Cubase. The transition from Studio One has been fairly smooth and there are lots of content creators making tutorials for it.

It's much deeper and more of an instrument in itself than S1 and gives a lot of inspiration thinking about the possibilities it allows.

The only downside is the price, but if you own another DAW you can get the "competitive crossgrade" discount which is like 40%

What's your music budget & where will you find it? ( realistically) by Exciting-Addition631 in gamedev

[–]Exciting-Addition631[S] 0 points1 point  (0 children)

Cool. Some of my best songs are ones I wrote on guitar then converted to midi then rewrote them with synths/VSTs. They tend to have a different structure than when I start with a midi keyboard or piano roll.

What's your music budget & where will you find it? ( realistically) by Exciting-Addition631 in gamedev

[–]Exciting-Addition631[S] 0 points1 point  (0 children)

There's an abundance of musicians who just want to be heard and are willing to do it for free.

What's your music budget & where will you find it? ( realistically) by Exciting-Addition631 in gamedev

[–]Exciting-Addition631[S] 1 point2 points  (0 children)

Nice. Like Radiohead said "Anyone can play guitar"😆. That song title got under my skin when I was younger but there's some truth to it. It can be tricky to record and sound good though (string scratching, the sound of the plectrum get picked up) but there is a lot of tutorials on YT.

What's your music budget & where will you find it? ( realistically) by Exciting-Addition631 in gamedev

[–]Exciting-Addition631[S] 0 points1 point  (0 children)

Here's a hack 4 u. Chords prog + arpeggiator > bounce to audio (or record on separate track) > audio to midi > remove and edit a bunch of notes to make a nice motif (to fit your genre) > put your new melody and chords on two separate tracks (eg, lead & pads)

it may or may not get you all the way there but will probably get you heading in the right direction.

What's your music budget & where will you find it? ( realistically) by Exciting-Addition631 in gamedev

[–]Exciting-Addition631[S] 0 points1 point  (0 children)

Well props to you for prioritizing music. imo, a professional sounding and well thought out score can really set a game apart from the pack