cheers, i liked your pitch sensibilities :)
tripalay
Creator of
Recent community posts
last year i placed next to last, in front of a 2 1/2 hour total assembly time submission. this year i placed with three other entries behind mine. i placed behing spyro balls wiggler for somethnig that took full time all month to assemble. i take part in this community to give developers an opportunity to learn audio modeling so you can make unique realtime sounds instead of use recordings, and other techniques your game engine doesn't include. i'm not gonna get too high horse here because different strokes, different folks, but i'm writing this for future participants. this community doesn't have a clue about what goes into an entry or development, they're mostly wanting to participate themselves and don't have the depth of practice to recognise what is in front of their faces, or what isn't.
i'm an.. older... c programmer, not much into games.. this is a weird post and not meant as a criticism or detriment. the way the character moves, key down yes key up no is typical and a stylistic choice. i figure your engine probably has its own way of doing this but a lot of devs seem to do things the same way. you can smooth anything using the same formula for LERP:
value = value + w * (ideal_value - value);
what game developers don't like to recognise is that the w term there, isn't just "0 to 1 linear interpolant" it's angular frequency or "w" which is 2 * pi * frequency_in_hertz / samplerate and equivalent to a 6dB lowpass with the cutoff frequency at -3dB. (this is dsp, you can learn it from an old, simple text dspguide.com which will give you more education than game developers can relate to for reading it sitting on the toilet for a week). congratulations on getting this together and complete in time!
if anyone is reading these comeants.. i dunno much about gaming setups. the bakgroun is set to cover iirc 4 screen heights of width, but i guess if people have very wide screens the background color shows. i should set that to black right..
also, there's "main background sexy moan" that, since it's procedurally patched each time, may not have enough tension/pressure coefficients to produce sighing instead of breathing sounds. my ears can't hear much high end so i don't know if what's supposed to sound like breathing is actually like a constant high pitched noise or not. after the jam is over i'll give it an overhaul, thanks :)
it's nice to hear from you again :) i got a warning on your game earlier but you probably heard. i should try a bigger screen and colour tweaks. music and sound reinforcement would help. i think i'll borrow that idea of shooting off underwear for subsequent levels ;) busy making epstien world for another jam rn :) there are a few 'invisible' shot dynamics eg. they need to have a certain amount of upwards velocity. the 'perspective' and drag from sliding make upward shots work when you're on one side. the voice models parameterise 'uniquely' each round.. the voice that is generated for the background moaning is often too soft for the signal to hit oscillation and produce a voice instead of a breath. if it's too constant it shows the limits of the model so it's tuned a little under :) i should have picked a better default seed for that but i liked the models ha. sadly i think a lot of the 'breathing' spectrum is out of my range of perception so i can't hear if it has eg. like constant aggravating high pitched noise to younger people or not :D
:) for readers, the opening screen allows you to test moving and firing :) the balls swell up after a shot, if you fire too soon it doesn't have enough velocity, as a parallel for galaxian's timing dynamic. there's some "perspective tilt" to deal with and wobbliness, with practice one can fire upwards when banking by quickly changing direction, it fires in the direction the length points :) just for a larf, party game or something.
5 for narrative :) remember seeing some pigs with nuts like grapefruit. funny story. this guy used to bully me when we worked taking care of pigs. he stood there with brand-new-that-day $75 boots telling me how much gooder he was than me at the job while petting this pig on the ear. except earlier that day i had seen that pig mount its kennel and it ejaculated over his boots for like 45 seconds before i had enough of seeing it and walked away. he couldn't see it because the pig was standing over his boot. i got like 20 feet away before "D'OH" fr
anyway i figure you got bigger nuts than them pigs for sure :)
thanks for looking! :) if anyone's interested, the voices use short (CHAR length.. actually usually around 20 samples..) delays as a waveguide vocal tract with kelly-lochbaum reflection junctions. you set how 'open' each segment is to make different sounds like drawing the cross-section. since this is 2 1/2 segments it can define about 1 1/2 formants to make vowels :)
OpenGL/GLSL has a switch to show triangles as edges instead of filled regions, hitting P in my apps toggles this mode,
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
else glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);

the sculpts are too small to look different wireframed but it's kind of an easter egg that shows the 3d models being mixed with 2d and shader tricks. the background texture is an x-offset procedural circular texture with time based radius and x based shading.
hi im from olden tims. i remember when teh computer gams were for a 3d moving environment simulation moving and gonig places gonig and in the places. but now it's got to be 2d, and it's got to be lot sof words where you click so anyone can do it to mak it all fair. draw a the all pictures and putting those in. i don't want to livea nymore.can you mak teh gam so its just turning cards with words on the cards to click to read. each. one
i don't have time (or ears at my age) to do something new, if it's stimulating to your participants, i recently released a procedural music header (c++, win32) which synthesizes endless music in about 1500 lines depending on the version.
i was enjoying this project but when i added the pad voice it stopped acting nice so i forgot about it, but the project is supposed to open source audio routines and concepts :) dave a nice hay, ye olde xoxos vst
https://tripalay.itch.io/formu
hey buddy, i made the first lyrical (i think) procedural engine in 1994 and have been alone in the western sphere as a person realising that procedure can be applied to more than "ambient generators" until the last few years. i've released several iterations eg. breathcube and blewm, recently formu here, but it's been cursed and won't play anything nice now. i have explored procedural audio synthesis as much as music. i've never been much for music theory and my practice has always been burdened by constant attacks from the apron lodge, stealing studio after studio, constantly interrupting my work and property. and now you've put my name on your machine. i'm sure people will enjoy it much more than all of my decades of pursuing something that the world here was too ignorant to value. good luck people! - xoxos vst (they shot congresswoman giffords after she investigated my implants, real torture). i'm pretty old and boring but i like to dispense methods because i know what people find otherwise.
ty, there's a point the engine rolls a "new song" where the temperament is applied to the intervals, so that's easy to change to eg. maqam or just ratios but it uses a 7 note scale from a mode for composition, i think the blues scale is usually noted as 8 pitches, but if someone has an idea, it should be easy to implement it without rewriting all the other parts.
not sure if godfather is appropriate - i'm pretty sure i've been ahead of everyone all these years, but eg. even though xoxos vst won the second developer challenge at kvr and i was in Sound on Sound magazine over twenty years ago, the industry is far too corrupt to acknowledge my existence because they like to wear aprons and spend time with other men at night. thanks for trying it, it's pretty remarkable in this day and age to see someone get that far! :O
one wey to generate a dynamic audio signal is with feedback and rotation. instead of making a 1D table you can eg. spin a point in a circle or a sphere with various methods and effects.. if you treat the point the same way as a physical point to constrain, eg. at a unit distance from center et c., you can apply arbitrary force to it like feedback.. tapped at any axis for an oscillating audio signal :p :)
i've just completed a project for the "very similar" procjam, i thought i'd post it here in case anyone enjoys actually finding out something new,
https://tripalay.itch.io/formu
i'm the world's leader in procedural music, i wrote the first (yup) lyrical music engine in 1994, but for the last twenty years nobody wants to knwo who i am because of eg. a lodge, but this project is: 1440 lines of c/c++ source for a complete realtime synthesized perpetual music engine (and a demo win32 app). if anyone wants to ask any questions or solicit help that's fine but i'm really not used to other human beings being capable of acknowledging that i exist whatsoever so enjoy my post human <(O)>
thanks for letting me know! it's nice to hear the OpenGL code is working!
the joystick is input with standard windows JOYINFOEX, i don't have any error reporting coded for it but it sounds like it didn't detect it for some reason (occasionally mine isn't detected, unplug/plug). the X button/bottom right button/jump button, i think a couple of buttons are in the code.
i should add the error reporting in though, it will make everyone's life easier..
ty, i'm running an asus L210 which is a $210 mini lappy, i'm pretty curious as welsh since my methods are common. i'll add debugging comments today or tomorrow if anyone's still around, because really i would have enjoyed helping people learn how to use the techniques :p
i've been programming about as long as there have been programs and i've never been an enthusiast for environments or SDKs, it always seems to me like everyone releases resources but their intent is never for people to actually be able to use them. i've been trying to learn opengl since 1.4 but their demo was impossible to integrate with the win32 code i had for using the audio drivers and, well, gamedev.net for example keep a special URL where they state their reasons for banning me and not letting me tell anyone how i've managed to find out how to do anything for a couple decades. for example. but that information doesn't help anyone unless they also need to avoid people.
i hate to be pedantically thorough in replies but actually i do like to; i noticed i responded to your compliment and acknowledged your game but i didn't compliment your aesthetic practice and corporeal representations, so now complimenting. i mention that due to decades of unpleasant experiences resulting from limited popular expression .. well, you get what i'm saying. people are also wide.










