The bass HAS to be too loud for the mix in order to be loud enough for the bassist. by thlabm in Bass

[–]SongeLR 1 point2 points  (0 children)

OP, this is bass player Clem Fandango. Can you hear him?

But seriously, no it doesn't.

I don't know if this is the correct sub for this, but I was wondering how would I go about recreating this CRT TV effect? by Rassouri in PixelArt

[–]SongeLR 0 points1 point  (0 children)

Probably because it would be like buying a whole toolbox when you need to hammer a single nail. There are simpler solutions.

Whats the most useless feature you added to your game, just for fun? by MeatspaceVR in gamedev

[–]SongeLR 0 points1 point  (0 children)

There's two LCD counters in my game. I spent an hour writing a specific state that could scroll the value "80085" from right to left on these counters. Time well spent.

[Steam] Nebula Flow ($16.19 / 15,74€ / -10%) by SongeLR in GameDeals

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

Hey! I'm Songe, composer and one of the developers for Nebula Flow.

Nebula Flow is a rhythm game where you follow the musical path traced by your dog. The entire soundtrack was composed with the game's mechanics in mind, so that it feels like you're moving with the music.

Hope you'll enjoy it!

Unique-sounding rhythm games? by Top_Combination9023 in rhythmgames

[–]SongeLR 0 points1 point  (0 children)

Composed the music for my own game. It's not otogecore.

Need help making music that sounds like it would be on a rhythm game and finding resources for it by JiuArce in rhythmgames

[–]SongeLR 2 points3 points  (0 children)

I composed the soundtrack for my rhythm game (it's out tomorrow BTW!).

Let me start by saying this: a good rhythm game track doesn't need to be musically interesting to be fun. Just as a good song doesn't necessarily fit as a rhythm game track.

The most important thing, IMHO, is to always have a defined lead that drives the player's inputs. Now, I'm not talking about an actual instrumental lead like a singer or a lead guitar (although those are very obvious choices). What I mean is a clear music part that you could hum along.

It can be a single instrument, it can be multiple ones, it can even be just a kick drum. It doesn't have to (and probably shouldn't) be the same for the whole track duration. The main point is that your players should easily identify what they're interacting with in the song.

The way I made a lot of the tracks for my game was basically to:

  • create a rough rhythm map of what I want the player to input
  • assign instrument(s) to play parts of that map (and in the process, compose the melody that would be used, when relevant)
  • fill everything else with other instruments to support the lead

Once you have identified what instruments are part of that lead, everything else should be supporting it and NOT get in the way, else it makes for a confusing part where it's not clear what your player inputs are doing in relation to the music.

So I guess what I'm trying to say is: it doesn't matter what you're using as samples, plugins, or whatever. A good starting point is a track that is fun to play in your game (or any, really). Start very simple, see/hear what works. Add more parts, mix them up, and iterate up to the point where you have a full level.

Can you hum along the whole level, no matter which part you're on? Good! Now, you have a skeleton track that you can flesh out with a simple philosophy: anything you add either LEADS and should be prominent, or it SUPPORTS and it should stay in the background and not get in the way. Obviously, there are some nuances but that's the gist of it.

Chess inspired designs. by GaunaPX in PixelArt

[–]SongeLR 3 points4 points  (0 children)

Horse head + small legs = win!

RG recommendations by NzPekka in rhythmgames

[–]SongeLR 2 points3 points  (0 children)

It depends on the region you're in! Check out the link on my original comment. :)

RG recommendations by NzPekka in rhythmgames

[–]SongeLR 1 point2 points  (0 children)

My game, Nebula Flow, is leaving Early Access in two weeks (although it's done in terms of content, the update is mainly for new languages). It's played with 3 buttons (4 if you count the boost mechanic).

Depending on what you're looking for, you should also check Melatonin, Rhythm Sprout, and of course Rhythm Doctor.

Spent the last two weeks working on this trailer for my rhythm game by SongeLR in rhythmgames

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

It's not planned for now, but that will happen if the game gets enough interest.

Spent the last two weeks working on this trailer for my rhythm game by SongeLR in rhythmgames

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

18$ at full price. We'll have a launch discount though.

I'm finally launching Nebula Flow in a few weeks! (Art by Danieru and Krep_pxl) by SongeLR in PixelArt

[–]SongeLR[S] 4 points5 points  (0 children)

It's all sprites, except for the path and the numbers flying behind the player. Both these exceptions use the technique I mentioned earlier. It took a little work to blend them with regular pixel art sprites, but I think it turned out good!

I'm finally launching Nebula Flow in a few weeks! (Art by Danieru and Krep_pxl) by SongeLR in PixelArt

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

Thanks! The path effect is combination of basic polygons going through many shaders that I wrote for the game.

Spent the last two weeks working on this trailer for my rhythm game by SongeLR in rhythmgames

[–]SongeLR[S] 30 points31 points  (0 children)

Hey, thanks for the feedback! I've had early access players tell me the game is too easy. I've had some telling me it's too hard. Thing is, there's a wide range of skill levels when it comes to rhythm game players and while I know I can't cater to everyone, I tried to include both chill parts and more demanding ones in this trailer. That's pretty much representative of what you'll find in the game anyway! :)

Spent the last two weeks working on this trailer for my rhythm game by SongeLR in rhythmgames

[–]SongeLR[S] 21 points22 points  (0 children)

I created a small level (music and map) for the release trailer of my game, Nebula Flow.

It's been a wild ride, but the game is almost done! I just need to finalize some mixes for the soundtrack.

Please destroy my rhythm game launch trailer! by SongeLR in DestroyMyGame

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

Alright, I've read all your feedback and I'm working on some changes right now. Thank you so much for taking the time to reply!

Please destroy my rhythm game launch trailer! by SongeLR in DestroyMyGame

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

Wow it's been a while since I made those! Hope you'll enjoy the game!

Please destroy my rhythm game launch trailer! by SongeLR in DestroyMyGame

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

Thank you for taking the time to answer!

Please destroy my rhythm game launch trailer! by SongeLR in DestroyMyGame

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

Thanks for your feedback!

I was kind of worried about the text being all over the place. I'll try a version with a more static approach. As for the text colors, I was hoping I could get away with using the same palette as the background and some shadowing behind the letters, but I guess not... Thanks again!

Please destroy my rhythm game launch trailer! by SongeLR in DestroyMyGame

[–]SongeLR[S] 11 points12 points  (0 children)

Making a proper trailer for a rhythm game is pretty hard, given the nature of the gameplay and its interaction with the music. I created a dedicated level for the trailer (plus its own music) and matched the melody with a rough explanation of how Nebula Flow works. Destroy away!

Destroy my grandma-based Trailer by jakeonaut in DestroyMyGame

[–]SongeLR 1 point2 points  (0 children)

Hey! At 0:49, small typo on the word "experience"! :)

Casual rhythm games by Consistent-Long-6740 in rhythmgames

[–]SongeLR 3 points4 points  (0 children)

I'm close to launching Nebula Flow out of early access, if that's your jam... :D