Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs

IMLXH

10
Posts
1
Topics
21
Followers
9
Following
A member registered Dec 01, 2016 · View creator page →

Creator of

Recent community posts

The MIDI settings are totally irrelevant, they're just there because Max/MSP takes MIDI input, and exporting a Max patch as an executable really just means wrapping the Max/MSP engine itself. That's why if you explore the files of the executable, you'll find a bunch of assets that aren't used (these come stock with Max). That said, I probably should have done some "optimization" involving deleting any unneeded assets from the executable, that would quite likely cut down the file size significantly. As for the MIDI...well...we'll see if I can think of any ideas for that. ;)

(1 edit)

Hey! Sorry that I haven't been so active with this project lately, been super busy with my grocery day job. Really appreciate the input, though.

I like your ideas. My original intent for this program was to make something that sort of blurred the line between music creation software and a musical composition in and of itself (in the same sort of spirit as John Cage's radio pieces) so I didn't put in a LOT of granular control, but the "change" button wouldn't be too hard to implement at all. Same with the crossfade, I'm not sure why I didn't add that in at the start. I GUESS you could make the argument that the glitchy loop clicks are part of the AESTHETIC, but at the same time it wouldn't hurt to have that as a parameter that can be dialed in to taste.

I wasn't even aware that the program was accessing the mic. That's probably a quirk of the Max/MSP engine it runs in, I'll see if there's any way to disable it within the patch.

I'll have to do some thinking about the "normalize each loop" part. Normalizing the input audio itself shouldn't be too hard, but every loop in the program is just a randomly selected chunk of that single audio buffer. It might be worth putting a compressor at the end of the signal chain?

I totally agree that the buttons SHOULD be lit up when active, I just didn't know how to really do that in Max? I'll have to see if there's a way to make a button object behave like a "toggle" (i.e. an on/off switch) instead of a "bang" (a triggered pulse).

As for the higher sample rate, if the input audio's sample rate is higher Max SHOULD be able to just automatically deal with it. I think the output is 44.1kHz by default, so a lot of the "crunchy" artifacts you hear are just the result of playing a 44.1kHz input file at a slower sample rate. If the input audio has a higher sample rate than that, you SHOULD hear less artifacts when slowing it down. Then again, I know that a lot of audio people work at 48kHz, but again, if the input audio is still at 44.1kHz, making the output sample rate 48kHz isn't going to do anything but make the output file bigger than it needs to be.

Hey, first of all I wanna say that I absolutely LOVE the sort of humorous surreal horror you guys put into these games. It's hilarious, unsettling, and REALLY friggin visually cool all at once. The reason that I haven't purchased any of your games myself is that, unfortunately, I use a Mac :P

I did watch Markiplier's playthrough of this pack a while ago (enough to see that your games are Exactly My Thing), but one thing that especially caught my interest is the music in the menu screen of Lanky Lonky. I'm sort of curious as to how you made that not just because I have a program on my itch.io page that produces similar results :P

It could be related to having multiple audio outputs/drivers? Vaporgene uses the Max runtime and maybe it's pointed itself at a different audio driver, like ASIO or something. I don't currently have much of a way to check right now as my Windows machine is currently out of commission, but see if going into system audio settings and making sure that the computer speakers are the default helps at all.

Oh man, I hadn't even considered making stuff for Renoise and Reaper. I should probably look into that, especially considering from what I've heard it's more "serious code" instead of a DSP sandbox. That might give me a leg up on what I want to ultimately do, making cross-DAW VST plugins...

(1 edit)

Oof. Thanks for the heads up on that. I'm not sure whether there's much I can do myself except wait for Cycling to release a version of Max that's been debugged and then recompile. I did write this on 64-bit OSX, for whatever that's worth.

I've had the thought of a v2 in my head for a while, actually. Thanks for reminding me of that! Probably gonna throw in Max's crappy built-in reverb as well :)

EDIT: On that note, I've also thought about making a Max for Live version with automatable parameters...think people would go for that? I'm planning on throwing some other M4L devices up here eventually, so far I've got a modal synth/effect and a Eurorack-esque pitch and CC randomizer in the pipeline. Think people would go for those?

Sure, if you want to! The only caveats are I'd appreciate being credited for the app, and if you use existing copyrighted music in Vaporgene you MIGHT have to deal with some copyright law BS. Other than that, go crazy!

what the heckity heck

Dear users:

VAPORGENE software is a virtual composer of music. Every decision of the output is done by VAPORGENE. However, there is the possibility of adding user-defined constraints in the future. Thank you for your opinion.

nice to meet you,

月崇拝Corp.

nice! how do you embed music?