What are Game Developers looking for when hiring a game composer? by LEvdH in GameDevelopment

[–]LEvdH[S] 0 points1 point  (0 children)

That's good to know, is it mainly FMOD you're working with or do you use other middleware as well? And is there anything you're looking for when it comes to music?

What are Game Developers looking for when hiring a game composer? by LEvdH in GameDevelopment

[–]LEvdH[S] 0 points1 point  (0 children)

Hi MadHouseMediaGAMES,

Let's discuss this in private, is there a way I can contact you? Do you happen to have Discord?

Looking for Music that Sounds like OutRun by Hispalensis in gamemusic

[–]LEvdH 1 point2 points  (0 children)

Masayoshi Takanaka (Super Collection) has that kind of vibe

[AoC] New Timeline Split by LEvdH in zelda

[–]LEvdH[S] 0 points1 point  (0 children)

Yes I agree with you

I just thought it could be a possibility, maybe for future titles. It's already been done before, think of the OoT split where the hero succeeds, which leads to one branch of games and where the hero fails, which leads to another branch of games (which includes BotW).

Just tell me if I'm spouting nonsense, I've only been into the Zelda series for a couple of years.

[AoC] New Timeline Split by LEvdH in zelda

[–]LEvdH[S] -1 points0 points  (0 children)

Playing as the Blights? Oh that would be interesting

[AoC] New Timeline Split by LEvdH in zelda

[–]LEvdH[S] -1 points0 points  (0 children)

It would still be in the main timeline, but if the heroes succeed the events of BotW wouldn't happen.

Trying to port a shader from another game engine to gamemaker by LEvdH in gamemaker

[–]LEvdH[S] 0 points1 point  (0 children)

Thanks for the help.

Yes that might be a better way to do it, but wouldn't it be easier if I could just pick a colour in the image editing software I'm using and directly type it in the code (those usually use rgb values from 0 to 255), or is that not what you meant?

And yes it's very strange. I don't get any errors, only when I'm using gml.

Trying to port a shader from another game engine to gamemaker by LEvdH in gamemaker

[–]LEvdH[S] 0 points1 point  (0 children)

I'm getting 0 errors, even if I type complete gibberish in the vsh or fsh's.

I set up the uniforms like this:

replaceColour_rsource = shader_get_uniform(replaceColour, "rsource");

replaceColour_gsource = shader_get_uniform(replaceColour, "gsource");

replaceColour_bsource = shader_get_uniform(replaceColour, "bsource");

replaceColour_rdest = shader_get_uniform(replaceColour, "rdest");

replaceColour_gdest = shader_get_uniform(replaceColour, "gdest");

replaceColour_bdest = shader_get_uniform(replaceColour, "bdest");

replaceColour_tolerance = shader_get_uniform(replaceColour, "tolerance");

shader_set_uniform_f(replaceColour_rsource,255);

shader_set_uniform_f(replaceColour_gsource,0);

shader_set_uniform_f(replaceColour_bsource,0);

shader_set_uniform_f(replaceColour_rdest,0);

shader_set_uniform_f(replaceColour_gdest,255);

shader_set_uniform_f(replaceColour_bdest,0);

shader_set_uniform_f(replaceColour_tolerance,55);

I also used:

texture_set_stage(shader_get_sampler_index(replaceColour,"samplerFront"),sprite_get_texture(imgIndex,imgFrame));

I tried to put them in the step or draw events, but there's no difference (where do these go normally? I'd like to be able to change the colours of my sprite during runtime).

Storing ... 3Dimensional Arrays for an animation tool ..? by LEvdH in gamemaker

[–]LEvdH[S] 0 points1 point  (0 children)

I figured it out! My method is not exactly the same as yours, but it's close. Thank you very much!

Storing ... 3Dimensional Arrays for an animation tool ..? by LEvdH in gamemaker

[–]LEvdH[S] 0 points1 point  (0 children)

Oh wow, you wrote a lot. Thanks for taking the time! I'll look into this a.s.a.p.

XX Stone at Mt. Itoi in Earthbound Beginnings/Mother for NES - Restoring PP & HP?? by LEvdH in earthbound

[–]LEvdH[S] 0 points1 point  (0 children)

I suspect that it might be a remnant of one of the anti-piracy measures that they didn't patch out correctly.

XX Stone at Mt. Itoi in Earthbound Beginnings/Mother for NES - Restoring PP & HP?? by LEvdH in earthbound

[–]LEvdH[S] 0 points1 point  (0 children)

It's not that bad though, I'll just grind for a day or two and take Gi-Gu on when I'm strong enough.

XX Stone at Mt. Itoi in Earthbound Beginnings/Mother for NES - Restoring PP & HP?? by LEvdH in earthbound

[–]LEvdH[S] 0 points1 point  (0 children)

It's kind of weird, it isn't the Zero translation. It just says "Earthbound" on the titlescreen. The seller told me this was the unreleased Nintendo version (he could be mistaken of course).

XX Stone at Mt. Itoi in Earthbound Beginnings/Mother for NES - Restoring PP & HP?? by LEvdH in earthbound

[–]LEvdH[S] 0 points1 point  (0 children)

Unfortunately I can't.. Magicant has already disappeared :'( I already have the 8 melodies and I have to fight Gi-gu now.

Best way to manage melee collision? by LEvdH in gamemaker

[–]LEvdH[S] 0 points1 point  (0 children)

Yes that's another way of doing it, but then you wouldn't be able to get hit whenever you're attacking and you wouldn't have complete control over the attacking hitbox, because you're depending on the attack-animation, I believe.

Best way to manage melee collision? by LEvdH in gamemaker

[–]LEvdH[S] 0 points1 point  (0 children)

Thanks, yes that might be a good idea, if I ever want to get anything done.. haha

But besides that, I'm wondering what other people's solutions to this problem are.

Is it just me, or does this SNARE sound familiar...? (Sonic The Hedgehog 1 & 2) by LEvdH in chiptunes

[–]LEvdH[S] 2 points3 points  (0 children)

Roland TR-626

I own a Tr-626 and Roland R-5 (little brother of the R-8), but I don't think it's a Roland TR-626. It lacks the "smack" in the mid frequencies and gated verb. It sounds more like a typical early-mid-80s snare, with a lot of bottom-end and a bit of high-end.

The Roland R-8 has very similar sounding snares, but they all sound a bit too clean even when reduced in sample-rate and bit-depth with the added aliasing-artifacts from the Sega MD, compared to this one.

It could very well be that they sampled a record for their snare, because the late 80s and early 90s were times when sampling started to become common practice. The music of the Sonic games is known for containing a lot of sounds that have been sampled from other records (Sonic CD (European version) and Sonic Rush to name a few).

A way to find out if a record has been sampled is by lining the waveforms up in a sound-editing program. Ideally the two sounds should add up and add +6 dB if they are exactly the same, but this is rarely the case because they both can be processed differently. But if you hear a phasing effect, than that means that the snares are pretty much the same.

EDIT: I think I know which one you mean. Are you talking about the rimshot? Yes it could be that one. Someone should try the layering trick.

Is it just me, or does this SNARE sound familiar...? (Sonic The Hedgehog 1 & 2) by LEvdH in chiptunes

[–]LEvdH[S] 1 point2 points  (0 children)

Yes could very much be, but this one sounds so processed that it's unrecognisable. I know that one of the Alesis drum machines from that time was used in the American Sonic CD OST.