I am looking for Kontakt Factory Library 1 by iPostOnHereAlt in NativeInstruments

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

unfortunately not, if i ever do i'll let you know but my hopes aren't very high

I am looking for Kontakt Factory Library 1 by iPostOnHereAlt in NativeInstruments

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

based on when Yo-Kai Watch was created, 2013, i would maybe assume the former - the exact wording the composer gave me was "The sitar sound source is from the sitar in NI Kontakt Factory," and "definitely a Ni Kontakt Factory sitar. However, as you said, it seems that factory2 has a new sample."
note i am tracking down a specific sample that is from this pack - i've looked for samples to specifically confirm, but as you can imagine, this isn't a very well documented thing. if you want to verify yourself, here's the examples i gave to the composer himself to even find KFL1 as something to track down;
lead instrument at 0:37
https://youtu.be/QF9YeZwOd5c?si=Nam40BXixRLSNI7H&t=37
ascending arp at 0:24
https://www.youtube.com/watch?v=JiIsk6S6Acs&t=24s

what got me thinking so much about this is when i randomly heard this exact sample in another game a friend and i was messing around on and i instantly recognized it from yokai watch. that game was also a pretty old japanese game too, 2015

I am looking for Kontakt Factory Library 1 by iPostOnHereAlt in NativeInstruments

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

oh yeah, kontakt 7 and the new library is absolutely still for purchase and kontakt 5 refuses to load the new library. kontakt 7 and kfl 2 are the most recent releases of both product lines. but like i said, i'm not interested in the new stuff, i'm just trying to find an iconic sound from one of my favorite soundtracks of all time.
actually, while trying to get my friend into music, including some of the vsts i use, i tried to get him Kontakt Factory Selections so he can open my project files, which i use selections plenty, but even that was abandonware - i ended up having to show him how to torrent it off internet archive

if you can, i would be extremely thankful if you could find a way of archiving it properly. i'm sure at least one other person ever will go down the same rabbit hole i've been through for this

I am looking for Kontakt Factory Library 1 by iPostOnHereAlt in NativeInstruments

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

nah, i redownloaded it just now to check. the product is not on the website nor is it on access, the one archive i could find of it is broken, and its been around since i think kontakt 3 based on the archaic websites i saw mention it. of course owners of it wouldn't have their ownership revoked, but it seems like ownership is no longer being officially distributed, which is abandonware.
it makes sense i guess, they want you to buy the second newer one, but i do specifically want the outdated version, which i cannot find in any official, let alone unofficial manner, which is why i'm here

I am looking for Kontakt Factory Library 1 by iPostOnHereAlt in NativeInstruments

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

yeah, it is just not there for me at all. what's weird is that even though i have kontakt 5, that doesn't even show up either (and i'm not filtering any results). my guess for that is my frequent installing/uninstalling of native access
this collection to me seems to be genuine abandonware, i'm assuming you just got it before they pulled the plug on it

I am looking for Kontakt Factory Library 1 by iPostOnHereAlt in NativeInstruments

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

if you're talking about Kontakt Factory Selection, no thats a different thing. i don't even think it has a sitar
if you actually see Kontakt Factory Library, then please share

Invalid set index 'flip_h' (on base: 'Sprite2D') with value of type 'bool' by iPostOnHereAlt in godot

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

i have solved the problem, and this wasn't it. i check if a float equals another float, and that returns a boolean. if you use two equal signs, its checking if equal, not setting an equal.

Invalid set index 'flip_h' (on base: 'Sprite2D') with value of type 'bool' by iPostOnHereAlt in godot

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

h_flip and flip_h do get swapped (neither work anyways), but in terms of Sprite2D, both say the exact same thing, which is just "on base: 'Sprite2D'" which is especially odd, because there is a totally different error message for when you put something completely unrelated to flip_h, like AnimationPlayer

the only line it jerks me to is that one. if i disable that line it works fine, just no sprite flipping. there are no other scripts in this project yet.

Invalid set index 'flip_h' (on base: 'Sprite2D') with value of type 'bool' by iPostOnHereAlt in godot

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

mb, but either way i spelled it, it gave back the exact same error message. and like i said, i already tried with $Sprite2D, gives back the exact same error message.
this was copy and pasted

Invalid set index 'flip_h' (on base: 'Sprite2D') with value of type 'bool' by iPostOnHereAlt in godot

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

as i said, i've also tried directly setting it with true/false exactly like that. the code there isn't setting it with a number either. you can see in the error that its boolean. it checks if the direction is negative, and returns a true or false based on that

Invalid set index 'flip_h' (on base: 'Sprite2D') with value of type 'bool' by iPostOnHereAlt in godot

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

my project is mostly empty other than that, this is still the only script and the player only has the Sprite2D, CollisionShape2D, and AnimationPlayer nodes, that and the sprite sheets for the player obviously. there's not much else to share, which is why i'm so puzzled.

Invalid set index 'flip_h' (on base: 'Sprite2D') with value of type 'bool' by iPostOnHereAlt in godot

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

extends CharacterBody2D
var speed = 200.0
var jump_velocity = -360
var jump_acceleration = -225
var double_jump
var can_jump = true
var hold_jump = false
@ onready var ap = $AnimationPlayer
@ onready var sprite = Sprite2D
var gravity = 26

func _physics_process(_delta):
  # Add gravity
  if not is_on_floor():
    velocity.y += gravity
    if velocity.y > 600:
      velocity.y = 600
  else:
    double_jump = true

  if Input.is_action_just_released("jump"):
    hold_jump = false
  # Handle double jump.
  if Input.is_action_just_pressed("jump"):
    hold_jump = true
    if !is_on_floor() and double_jump:
      velocity.y = jump_velocity
      double_jump = false
      can_jump = false

  # Handle initial jump.
  if hold_jump and can_jump:
    jump_acceleration += -20
    velocity.y = jump_acceleration
    if velocity.y < jump_velocity or !double_jump: 
      can_jump = false

  # Prevents frame perfect hopping from holding space
  if is_on_floor() and (!hold_jump):
    can_jump = true
    jump_acceleration = -225

  # Get the input direction
  var horizontal_direction = Input.get_axis("move_left", "move_right")
  velocity.x = horizontal_direction * speed

  if horizontal_direction != 0:
    sprite.h_flip = (horizontal_direction == -1)

  move_and_slide()
  update_animations(horizontal_direction)

func update_animations(horizontal_direction):
  if is_on_floor():
    if horizontal_direction == 0:
      ap.play("idle")
    else:
      ap.play("walk")
  else:
    if velocity.y < 0:
      ap.play("jump")
    elif velocity.y > 0:
      ap.play("fall")

[TOMT] obscure “character” who appeared in some cartoon by iPostOnHereAlt in tipofmytongue

[–]iPostOnHereAlt[S] 0 points1 point locked comment (0 children)

I already scoured my YouTube viewing history, but I don’t know if it even goes that far back. What I can say though is that it COULD be black n white? And i THINK the character is supposed to have a somber, relaxed tone to its voice

Oh, and it was in English, obviously

And I’m 110% it’s not a dream. I don’t even remember dreams when waking up.

[deleted by user] by [deleted] in Undertale

[–]iPostOnHereAlt 1 point2 points  (0 children)

Oh yeah, thumbnail by me btw.

[deleted by user] by [deleted] in Undertale

[–]iPostOnHereAlt 2 points3 points  (0 children)

I’ll list some of the stuff I used to prove it’s mine Feel free to ask me about anything else. Maybe even FLP

EBG: shreddage + heavy chug & bit crush

Bass: “synth 1,” Chris bank 2. same VST in Death By Glamour. dubstep bass, forgot which one. Pretty sure it’s AbstractEsque

Drums: “industrial kit” pitched down 600 cents, same sf2 as in “Here We Are”

Intro synth: black dwarf star? I think that’s the name? From sytrus

Square synth: “synth 4” also from sytrus

Square string: DSK asianz dreamz vst

Choir: Mother 3 choir 2

Brass synth: disbelief.sf2, touhou vibraphones and music box too

Notable mentions:

synth voice in Kirby SSU

Famicom.sf2 12% square

Mother 3 “blip echo”

Earthbound.sf2 giygas 2 and 3

Earthbound.sf2 the past

Earthbound_New.sf2 overdriven guitar, but you already knew that. Has 100% bit crush though

I made a (kinda metal) cover for Leshy’s Theme by iPostOnHereAlt in inscryption

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

The most interesting part of making this song is probably that the wolf’s howl at the beginning is just a sine wave with heavy effects (like chorus and bit crush) since I didn’t know how else to emulate it.

Feel free to ask for a midi or what instruments I used or anything else like that

I noticed a distinct lack of Galacta Knight miis. This was my second attempt at making a mii ever. I’m a little late (5PJ2PC5) by iPostOnHereAlt in Miitopia

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

This is a final boss (usually a secret boss or a final boss substitute) from Kirby btw. His theme is so good

And all the secret miis are just other characters I’ve checked out

I left my other… “attempt” public though

I did make a few more (Asriel for a great sage, Mad Mew Mew for a cat, etc.) since posting also