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Unread 05-26-2012, 03:15 PM   #31
Kyanbu The Legend
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Question Update:

In the mean time. Does anybody know any good sound board/ music creating software?
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Unread 05-27-2012, 12:37 AM   #32
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My suggestion is, get a sound guy. If you don't know music/sound design, creating music can be way more time consuming and difficult than it's worth. If you have a friend who can do it (And won't screw you over or anything) that might be your best bet.

Even basic chiptunes require you to have knowledge of musical theory/how to develop music. I don't know what sort of background you have, but just hiring someone to make music is generally more cost efficient, when you factor in the time you spend learning.

If you don't have money (Or royalties) to pay, but do have time, you can disregard the above. It's late though, so I'll answer the real question when I wake up tomorrow.
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Unread 05-27-2012, 03:33 AM   #33
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Sadly I don't know any friends who know Music design/sound design. And I'm kinda poor so hireing someone is impossible.

So I don't have much of a choice but to learn music/sound design too.

This game is going to take 10 to 20 years to actually finish partially because of that reason. This is literally a one man project. As crazy as that sounds. XD

Also going to need several reliable file sharing sites.
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Unread 07-31-2012, 12:42 AM   #34
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Was gonna make a separate thread but maybe this one is good enough. Since nothing is gonna get done with me stuck.raising a six year old with what seems to be ADHD. I've decided I have no choice but to form a team.


Project D-Resonate is a game project I started in 2008. It was scraped after my plans for college fell a part in 2010. And in a glimmer of hope it was recent revived thanks to RPGdemon who showed me stencyl which makes me believe it does have a future in indi.

Project has no due date and on my own it'll take 10+ years to build with little to no bugs. But maybe with a group we can get the ball rolling at least a little. Due to a current urgent problem I can't provide much info beyond what's already posted here right now. But I'll post more info when I can.

Currently I'm trying to work on a concept build using stencyl 2.0. The point of the concept build is to see if the void traps idea will work in a fast paced 2D platformer. This will let us know rather or not to scrap the void traps before we start designing the levels.

Right now I'm fine with just idea guys. Skill is not required, you just need to be a gamer.


More info once things calm down.
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Unread 08-08-2012, 07:10 AM   #35
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Kyanbu, how attached are you to the idea of stencyl? Also, what platform(s) are you intending this to hit? Have you given any thought to developing it as a mobile game?
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Unread 08-18-2012, 07:43 PM   #36
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Quote:
Originally Posted by Demetrius View Post
1)Kyanbu, how attached are you to the idea of stencyl? 2) Also, what platform(s) are you intending this to hit? 3) Have you given any thought to developing it as a mobile game?
1) It seems pretty cool but, after a rather nasty Parlax error ()(turned out that one of the resource packs I downloaded was accidentally atached to it, deleting that extra pack fixed the problem) nearly wiped out one of my scenes, I'm not sure I'll be using it for the beta and final version. The scene It wipe was around 31000x31000 px. thankfully I didn't do much with it before testing it. I eventually ended up replaceing that scene with a 2000x1000 px and just rebuilt a smaller scaled version of that map.

2) Right now the intended platform is PC.

3) I thought about making a PC and mobile port of the game. But I'm worried that It might not run as well on mobile as it would on the PC.

So instead I was going to just make something else for the Android. probably just a scaled down basic platformer. or a free roaming shooter game. It'll be one of the two. Kinda a bit early right now to really worry about it personally.


Update:

Development for the pre Alpha has started, I've already started building the map for the test area(s). Thanks to Stencyls Platformer Kit, I might finish the pre alpha sometime this spring/next summer 2013. Keep in mind that this is just an estement, a guess based on what I finished so far and what I intend for it to be like pre Alpha. Things could take longer or I could finish early. It all comes down to time, what bugs I may encounter, and rather or not I'm still unemployed by that time.

I also recently downloaded Psycle Modular Music Creation Studio. And have started taking the tutorial for it. Because odds are I might not be able to commission someone to make the OST. So it's nice to have it and some knowledge to Music Comp just incase. Also I like having multiple options to fall back on.
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Unread 08-22-2012, 02:35 PM   #37
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So yeah in a bit of a fit from her acting up, I broke my sister's Wii on accident. So I may be selling /giving away my gateway laptop or my PS3 slim to her or sold for money to buy a new wii for her.


Which means there's going to be a 2 month long hiatus since all of my Projects are on those drives. and I can't build the game, compose music, and design the graphics all at once without at least a second Windows 7/8 PC/laptop.


So I'm changing the luanch date for the Pre Alpha test from summer 2013 to spring 2014.


Anyone interested in playing it will be kept up to date through this thread.
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Unread 09-12-2012, 07:22 PM   #38
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Update:

Okay good news and Bad news.

The Good NewsGood news is, Stencyl is so awesome that I can use it to develop and convert games in .exe/app for Windows and Mac. And soon it'll support Android later this/next year.

Also I can safely say that I may be able to finish the game in 5 to 7 years instead of the orginal predicted 10+. Although only time will tell how long this thing ends up taking.

Also After much debugging and trial and error. I managed to finish most of the planned areas for the prealpha. And sofar with no graphics added yet and just the test block actor "Jumper", the game runs smooth on my Gateway Laptop.




The Bad NewsBad News is...
http://www.stencyl.com/stencyl/pricing/

yeah, I'll have to get a membership to convert and publiah games as exe/apps for windows/Mac/Android/iSO.

But I can still convert and publish the prealpha in flash (.swf), which is fine seeing as the game still runs fantastic in it's prealpha state in swf.

The cheapest way I can export the game would be to purchase Stencyl Studio for $199 for that 1 year after finishing the prealpha then spend the next 11 months debugging it. Exporting on the 11th month for use on Windows and Mac just before my membership ends.

Then rinse and repeat before releaseing the Alpha, and Beta test, and then selling the full complete game on Steam or were ever else I can sell it on for $5 to $10 USD.
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