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Messages - ambientcoffeecup

#41
Earwig is Angry
#42
I keep putting off posting here but I guess I should finally just go ahead and do it.

Music/Soundtrack/Score
Offering my services as a composer. I would say that music is WHAT I DO and I'd like to think I have a pretty broad range of musical skills to offer your game. My preference is MP3 and I would say my musical strong point is ambient locational music and mood/atmosphere music.

I'm not desperate to be part of a project right now so if I'm not interested in anything you put forward to me then I will turn it down. That's nothing against you or your game but more that I am giving myself the luxury of choosing the perfect projects to make my life easier. After all if I am working for free I have to make sure that I am seriously interested in the project I am working on to stop me just giving up and not providing.

Here are some samples of locational music I have produced for a current project I'm working on:

Desert Sands

Cold Stone

Shrine

Labyrinth of Regret

So yeah, if this kind of music is the kind of thing you need for your game, feel free to contact me via forum pm or preferably by sending an email to [am bient coffee cup@gm ail.com]  minus the spaces and brackets.

Primarily looking for a relatively small project to work on but if my music is the kind of thing you need for your game feel free to send me a message and we can work something out. Thanks.

If you do choose to get in touch, I ask a few things of you as well. Please provide me with information about the project you would like me to compose for so I can get a good feel of the game and whether I would be the best person suited to make your game reach its full potential. Sending me a development document detailing the exact amount of work you would expect of me would be pretty fantastic of you. I don't want to get involved in any project where you want me to make eight songs and after the deadline come back to me and say OH HEY I FORGOT TO MENTION WE NEED ANOTHER TWELVE SONGS SORRY MY BAD because I wont do it.

I would also like you to tell me how you plan to distribute your game. If you plan on marketing it commercially or as some kind of shareware then legal contracts and royalties start coming into the process. If your game is freeware however then we don't need to worry about that.
#43
No I think you're right. That Module is exactly what I need.
#44
From what I can gather the AGSMuse thing remembers the position of a track, for Instance you leave a map with CASTLE MUSIC.mp3 at the 1 minute 42 mark. It starts the track for the next location at the same time, for instance DESERT MUSIC.mp3 would come in at 1.42.

I guess this could work, making multiple files and changing them so that they always stay in time based on trigger events.
#45
FIRST THING: Sorry if this should be a beginners AGS question but I'm not really well versed in AGS and it seems pretty complex to me. Secondly I'm not really looking for anyone to post a step by step tutorial on how to do this, I'm more curious as to whether AGS is capable of doing something like this and how one would go about doing it.

So yeah sorry if there is some really simple solution here and I'm just a douche for not knowing it but I'm more interested in composing music for games than actually knowing how to code them myself so I'm coming at this from a musicians perspective and knowing about this would really help me out with pulling some COOL TUNE stuff.

I've kind of had this idea floating around for a while of using dynamic/evolving music coupled with locational music/ambiance. A lot of games recently just settle for locational music. THIS IS A CASTLE. HAVE CASTLE MUSIC. and I'm not really happy with that. I like it but it's cool to do something a little more interesting for instance what Tobin did with the Chaos Theory soundtrack. It uses separated layers of music that would be triggered. So at all times the basic ambiance/locational music would loop, as an event is triggered a separate layer of music would then be added, perhaps more intense or a battle theme or something and depending on what is happening in game, the music can adapt to that situation. Is AGS capable of playing multiple layers of music at one time and if so is there any way to insure that the music would keep in time with the other layers.

Another question I'd like to bring up is with the way room music works in AGS. You're in one room, music is playing. You move to the next room and then while in the next room, the music from the previous room fades out, there is silence and then the new music fades in. It is kind of distracting and not a very controlled efficient way of handling the music. Is there any way to kind of crossfade the tracks so that one tune fades out as the other fades in at the same time. (This would work really well with the idea coupled above.)

And if the multi-layered music system is impossible (which I am kind of assuming it is, there are too many problems.) Is there any way to seamlessly fade into the next track of a piece of music based on trigger events. For instance instead of multi-layered mp3's or something. There are two completely separate loop files for the tune. ie CASTLE MUSIC REGULAR.mp3 and CASTLE MUSIC INTENSE.mp3. When the trigger event occurs the music seamlessly changes between the two.

So yeah these are really my BIG QUESTIONS and sorry for just not knowing this if it is really simple but if you guys could just let me know if it's possible and what the best way of going about doing it is, that would be pretty stellar thanks.

EDIT: WOW DUMB... I read a few more topics in this forum and I think this would have been better suited for the beginner section :(
#46
General Discussion / Re: nude games
Fri 07/12/2007 22:00:41
love those nude gamez
#47
Hints & Tips / Re: Anybody know?
Thu 06/12/2007 01:14:50
Try posting in the thread a few below yours entitled "ISOS"

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=32477.0

... before making a whole new thread imo.
#48
I know that I am probably not supposed to crit the criticism but Evil that really just looks like White text with a massive stroke and drop shadow added. I think the original text was a lot more unique and interesting rather than looking like a quick photoshop redo.

The main problem I see with this, (and I am no web designer so don't quote me) is that the huge BLOCK OF RED really clashes with the rest of the site. Primarily the glaringly white background. I think you should either soften the choice of colors you use in the banner which is probably not what you want to do, or go with a background color that would compliment the banner better.
#49
Alice in Wonderland
Fight Club
Kingdom of Fear
American Psycho
#51
This topic is dumb. Way to spur him on.
#52
How to get high without drugs OR How to kill yourself without a gun. All this and more in our audiotape selection... So act now, become the man you've always wanted to be. Just like I have
#53
AGS Games in Production / Re: Project Mexica
Thu 29/11/2007 12:34:44
Quote from: Firestorm1 on Thu 29/11/2007 06:26:07
these screenies look amazing!!! wat program did you/ur friend use to make your BG's, sprites, etc. and how long would it take your friend to make them?
i am definetly going to play this once it is done.  which according to you will be soon.  ;D

He used a program called Graphicsgale and he did all the graphics over the course of a few days, but I've heard he works double-fast for the amount of time you can expect a pixel artist to work.

Thanks for all the input guys.
#54
This game has pretty nice playability so far. I assume I got as far as I could go inside Hotel Vogel. I couldn't find any way to go further than that. I did notice a few spelling mistakes/grammatical errors along the way but I didn't write them down since I was just playing through. Visually, really enjoyable and I look forward to the finished version.

Also I didn't really feel that the music fit the locations but that's a matter of taste and preference I guess.
#55
Wow, This looks exactly like my kind of thing. I have to sleep right now but I'll be sure to check out the demo and comment tomorrow. But for looks alone, top notch.
#56
Just to clarify, I wasn't being sarcastic. I actually did find that post hilarious.
#57
I've used this before but for much bigger pieces of work, and photos. It's an amazing tool don't get me wrong but the example you provided? I think the original looked a lot better. The vectorized version just looks like Photoshop Gaussian Blur was added or something.
#58
Quote from: TheJBurger on Wed 28/11/2007 00:43:09
Reading this has reminded me of this thread which makes me miss Helm all the ever more.

Helm should come back, even if it's only for Christmas!

Hahaha... That guy sounds like a real stellar dude.
#59
I finished it but I think it sounds pretty horrible throughout. I don't feel like improving it from this though, it's one for the scrap heap. Thanks for all the advice everyone. Here is what I went with for the finished product.

Download

I made the bass drum more definitive because apparently the fade was annoying before. I think I like it less this time round but oh well. I swapped out a few sounds and I'm not too worried about things sounding too electronic. That kind of comes with making electronic music so I guess that's part of what I do stylistically.

Thanks for all the advice though everyone.
#60
Yeah, the Ride/Hats really do sound horrible :( I'm not too worried about finishing the song though, it is not my song and I just tapped it out seeing as I had it in my head at the time to practice mixing on.
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