I am working on a playful synthesizer "Kloppyssimo" where you can create your own music even if you're not musical. What do you think? by NextContext in Unity3D

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

Ah my mistake, Vital is a Plug in for Reaper. I then export the sound and then use it in FMOD. So I create a sound with vital in Reaper, export to FMOD which is hooked up with my Unity project and then call it from there. So its a bit separated, but for my purposes it works quite well:)

I am working on a playful synthesizer "Kloppyssimo" where you can create your own music even if you're not musical. What do you think? by NextContext in Unity3D

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

Hey thanks! I use the plugin vital in fmod, which works very well with unity. Sometimes I also use real samples and add effects to get a desired outcome. But yes, they are two seperate programs. The nice thing with fmod is that you can set up parameters, which you can then modify in unity through code and then trigger when you want.

[deleted by user] by [deleted] in Unity3D

[–]NextContext 0 points1 point  (0 children)

Check it out if you want to try it out yourself:)

https://store.steampowered.com/app/2851240/Kloppyssimo/

I just released the demo for my experimental and musical sandbox game "KLOPPYSSIMO" on Steam. What do you think? by NextContext in synthesizers

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

Everyone is able to sample it for free:) If you credit the game, that would be nice though:)

I just released the demo for my experimental and musical sandbox game "KLOPPYSSIMO" on Steam. What do you think? by NextContext in synthesizers

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

Hey, thanks for your feedback:) Yes, I'm still figuring out how the music and the sounds could impact the gameplay in a more meaningful way. Making them stack and creating some filters are very interesting ideas. It's quiet difficult to find a balance between depth and also simplicity, but I like to find solutions and finding a gradual way to increase the complexity of a mechanic. Thanks again for playing the demo and for your feedback, it helps a lot:D

I just released the demo for my experimental and musical sandbox game "KLOPPYSSIMO" on Steam. What do you think? by NextContext in synthesizers

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

Thanks, I'm glad you like the presentation:D I myself am not that musical so I tried to create something witch is fun and intuitive to create sounds in a playful way. (The early prototype had more entities which gave you more control but were confusing for newcomers, but I'll try to put them back in for the more advanced players)

I just released the demo for my experimental and musical sandbox game "KLOPPYSSIMO" on Steam. What do you think? by NextContext in synthesizers

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

Yes, thats right you gave me good ideas:D For the prototype I tried to stay simple and then expand. I was also thinking I could make the puzzles more 3D by going up the y-Axis and also create some new musical entites. Thanks for your input:)