and the end nears quicker...
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Thought I'd show something a bit different today. music and production method.
The sound is being provided by a custom written system called QasarBeach. so everything you hear is being created in realtime.
Here's a look at QasarBeach editing some sound:
And here editing part of a music track:
I work on both art and program at the same time. But I now try to start with a basic game idea (usually to get movement and basic design finished). then I work on adding the graphics and let the game play emerge with it. I take breaks to work on other stuff and then come back too.
I've got a tool-chain fo sorts here, so I can switch things up quickly. spritefont in one tool, maps in another. Everything linked. It's just the code logic that needs the real work, plus the ideas. Didn't you used to used Blitz a while back?
I would be lying if I said the concept was all mine! But it was a very quick turn-around from start to finish (5 weeks from start to finish). I was pleased when the sound all came together as that was a lot of work writing all the new sound system.
It's written in a custom version of Monkey2 (called MX2). This is a version of BASIC.
The audio is a custom written system called QasarBeach, which provides all audio, synth and sequencer functions. In essence it is configured as a 16 voice synth with samples, wavetables, modulation etc. QasarBeach has full sequencing features, so it was a case of getting the right sounds (single sound for 48k, 3 sounds + noise for 128k, and 8 sounds for Next) These all reside together and depending on the spectrum type, sounds are muted and not played.
The graphics were done in FontSprite using a ZX-Spectrum palette. This gives 256 ''characters' to play with. There are multiple fonts being used with the general character size being 16x16 pixels.
The map is created in FontMap. And uses multiple layers to create the map and item locations. There are read in and partly randomised so that each game has different locations for items.