Fri Jun 17, 2016 5:27 am
albertinjo wrote:When I press "active topics" every now and then this thread pops out. You guys have been developing this for quite some time now.... and I must say, well done!
I can see you are putting some serious effort in this.
Congratulations and keep up the good work!
I am even thinking of helping with the development... I'm in a rush now, but I'll report back in a week.
superfreaky wrote:Speaking about delivering, it's about time I delivered the storyline. Look for it in the next few days, Sorunome! I'm not sure whether to PM you or just post so anyone involved can see.
Fri Jun 17, 2016 7:11 am
Sat Jun 18, 2016 2:51 am
Sat Jun 18, 2016 4:38 am
konbick wrote:Here are some further thoughts that I am partly having for a while now:
I'd like to see some features in the game that I know from other rpgs I have played in my life to be quite interesting.
1) I would like to see some little chest or similar in the game that give random loot. And it should really be random and therefore hard to get something good out of the chests. So what do I mean with "something good"? I have this idea of getting an item (with a very low chance) that influences the character and therefore the story line. This game should not be just playable linear but depending on these "something good" you should be able to go different ways and routes that wouldn't have possible otherwise. These "something good"(s) f.e. could be jewels that give a certain ability to the player (flying, swimming, to be invisible for a short time, etc).
Summarizing: I imagine for the game to offer a few possible ways to complete it with most of the ways requiring certain abilities won through rare loot from chests or similar.
2) As for the story: I would need to know what enemies are needed. Right now the player carries a sword and thats why I have these roguelike enemies in my head (sword&sorceress) that fight wird sword and arrows (and finally some fine blades )
Other than that I am fine for keeping the story a secret for now. But also Sorunome is right, we might need second opinions on that and some refinement.
3) @Sorunome I am not handling the event of a tree being between the player and enemy as of now. But I have ideas how to manage that. I will get back to you when I need your help
Sat Jun 18, 2016 8:14 am
You can't pitch-shift, to save ram I removed that code from the library. However, the pitch-shift was literetally only about making every note only one higher/lower, so you might as well do that manually while putting the notes into the tracker.Quirby64 wrote:Yo ok, I didn't do the Story track because I'm not sure if I'd do it right, but I did do a shorter track, the Boss Prelude :
https://www.dropbox.com/s/5yjlvnfa17oir ... o.txt?dl=0
2 more things :
-The video did help, but how would I do pitch shifts (if possible) to make the square percussion / drums of the Famitracker versions?
-Could you remove the Regular Battle / Dungeon code from the current GitHub thing (if it's there?), I realized I screwed up putting it in the tracker, having everything one octave above does not sound good in Famitracker. I'll try doing that again tomorrow.
Sun Jun 19, 2016 10:07 am
superfreaky wrote:[...] Although I originally had a very generic fantasy going on before, things have changed a lot since then, and the game no longer takes place in the past, with ancient mysticness and all that. It is in the present, in a parallel universe, with superior technology.
[...]
Sun Jun 19, 2016 7:25 pm
Sun Jun 19, 2016 7:47 pm
superfreaky wrote:Hmm... I'll see what I can do.
Mon Jun 20, 2016 2:26 am
Mon Jun 20, 2016 5:44 pm
Sorunome wrote:You can't pitch-shift, to save ram I removed that code from the library. However, the pitch-shift was literetally only about making every note only one higher/lower, so you might as well do that manually while putting the notes into the tracker.Quirby64 wrote:Yo ok, I didn't do the Story track because I'm not sure if I'd do it right, but I did do a shorter track, the Boss Prelude :
https://www.dropbox.com/s/5yjlvnfa17oir ... o.txt?dl=0
2 more things :
-The video did help, but how would I do pitch shifts (if possible) to make the square percussion / drums of the Famitracker versions?
Same goes for pitch and volume slide, you can just make your notes having a length of 1 and manually slide the pitch/volume with the command things.-Could you remove the Regular Battle / Dungeon code from the current GitHub thing (if it's there?), I realized I screwed up putting it in the tracker, having everything one octave above does not sound good in Famitracker. I'll try doing that again tomorrow.
You mean in create_data.py? Consider it done!