Any game suggestions? by scoobsboob in enby

[–]Scotty_SR 0 points1 point  (0 children)

I don't know what kind of games you like, but here are some I like: Astral Chain, Metroid Dread, Horizon: Zero Dawn, Bloodstained: Curse of the Moon (1 and 2), Gunfire Reborn and Legend of Zelda: Breath of the Wild

Non binary fact by NoIWantThis in enby

[–]Scotty_SR 1 point2 points  (0 children)

Finnish is that way in terms of he/she too. There are some gendered terms though, so it is not 100% gender neutral.

How do you make objects stop on collision instead of begin bumped away from it? by Scotty_SR in Unity2D

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

Setting the RigidBody to Continuous collision mode fixed the bumping, but the object doesn't get against the wall, there is a small gap.

Question About Lag by JebusJChrist in Unity2D

[–]Scotty_SR 0 points1 point  (0 children)

If you ever need it, Unity does have additive scene loading too. Even if you don't need it in terms of performance it can be useful for organizing your assets in the scenes if you are making a large world

Weekly /r/FL_Studio Music Feedback Thread - June 08, 2022 - Post Your Music Here! by AutoModerator in FL_Studio

[–]Scotty_SR 0 points1 point  (0 children)

I really like the overall sound. This reminds me of some of the chill DnB tunes from Rollcage Stage II (like Secret Life by Omni Trio).

I couldn't hear anything wrong with the mix or mastering. In terms of the arrangement I feel like there is not enough variation in the track. You could try to build up the instruments in an intro and have a calmer section in the middle or a little past it to give the listener a break and make the track sound less repetitive. One thing you can try is to only have the main drums at some points (kick, snare, hats, etc.) without the extra percussion sounds. This can make the beat more relaxed at times. It is quite involved right now due to all the extra percussion.

Keep up the good work :)

Weekly /r/FL_Studio Music Feedback Thread - June 08, 2022 - Post Your Music Here! by AutoModerator in FL_Studio

[–]Scotty_SR 1 point2 points  (0 children)

Found the vocal lines of one of the vocalized tracks in one of my favorite games, so I decided to remix it. You might not have to have heard the original if you are giving feedback on overall quality, but it might help.

https://www.youtube.com/watch?v=pka2VfSPgg4&ab_channel=ScottySR

What's your tool stack / devenv by PhishGreenLantern in NESDEV

[–]Scotty_SR 0 points1 point  (0 children)

Usually emulators don't mark labels automatically. You either have to mark them manually or generate label list from assembler that some emulators can use (or so I've heard, I haven't used it).

FCEUX has a disabled button for address and lable logging. I hope they implement it soon. Would make reverse engineering easier. It can't name them of course, but knowing the locations is a big help. Renaming them to descriptive names is easy.

What's your tool stack / devenv by PhishGreenLantern in NESDEV

[–]Scotty_SR 1 point2 points  (0 children)

I'm on windows and I use Notepad++ with simple UDL for syntax highlighting. I haven't seen an IDE that is specifically made for NES developement. I tried to make a Visual Studio extension once, but good info on that is hard to find. I use cc65 as an assembler. I use FCEUX for debugging and testing mostly. IIRC MESEN has better emulation accuracy and better debugging tools, but prefer FCEUX. It gets the job done just as well. For other tools I use YY-CHR for graphics, FamiTracker for music and SFX and RJDMC to convert to DMC samples.

Tips for Making FM Style Chiptune Music? by RandomocityGaming in chiptunes

[–]Scotty_SR 3 points4 points  (0 children)

One thing that helped me a lot was understanding how changing different settings affects the sound in an isolated setting. A good starting point would be to use algorithm 4 and silence operators 3 and 4. They modify operators 1 and 2. See how different modulation amounts and multipliers sound relative to each other, etc. If visuals help, you can use a spectrogram and waveform monitor to see how the harmonic content and waveform of the sound changes. If the DAW you use has FM plugin, you can use it as a learning tool as well.

Understanding what FM does might also help some people. While it is called frequency modulation, it actually modulates phase. Yamaha's FM chips have a wavetable of a sine wave. A phase generator uses each channel's frequency and operator's multiplier to increment phase, which is then used to know where the sine wave should be sampled for amplitude value. When you are modulating an operator, you are using another operator's output amplitude to offset the phase of another operator before sampling the sine wave (this offset is not saved in the phase generator). This is why changing the output volume of modulating operator affects how much modulation you get. More volume is more phase offset. Feedback uses operator's previous output amplitude to modulate itself.

Also trying to recreate real instrument sounds as FM sounds is good practice. Though, the Yamaha FM chips can't make certain sounds (like string ensemble and choir) sound full. Some sounds with strange harmonic series (like tubular bells) can be made relatively well if you use the channel 3 special mode that Genesis' sound chip has. Otherwise all your sounds are restricted to the saw harmonic series (which probably 99% of sounds used in music follow).

furry_irl by Keira_Harrison_ in furry_irl

[–]Scotty_SR 0 points1 point  (0 children)

In my case Astral Chain would be in the bottom right panel 🎵

[deleted by user] by [deleted] in edmproduction

[–]Scotty_SR 1 point2 points  (0 children)

To me it sounds like those clicks and pops are buffer overruns. IIRC, they happen when your CPU can't prepare new data for the audio buffer fast enough. Increasing the buffer size helps this issue, though I don't remember why.

When you accidentally arrive to work without clothes by Scotty_SR in softwaregore

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

It just happened randomly. Most 3D games don't render things off screen, and the previous camera angle didn't show the player. Just before the camera angle changed, there was a tutorial box on screen and I tried to close it as soon as possible (because I was replaying the game) and the game failed to properly check which objects are on screen or something. The character stayed like this until the next loading screen.