On Sun, October 14, 2012 5:50 am, David Olofson wrote: > On Friday 12 October 2012, at 18.24.36, Dan MacDonald <allcoms@xxxxxxxxx> > wrote: >> On Fri, Oct 12, 2012 at 4:19 PM, David Olofson <david@xxxxxxxxxxx> >> wrote: >> > On Friday 12 October 2012, at 10.27.39, Nils Gey <list@xxxxxxxxxx> >> wrote: >> > [...] >> > >> > > make more music >> > > make it public >> > > make other people want to use the same tools as you >> > >> > [...] >> > >> > On that note, some stuff I've done for one of my current projects, >> Kobo >> > II; >> > >> > chip themed music and sound effects: >> > http://soundcloud.com/david-olofson >> >> Cool stuff David - even cooler that it was created in Kate with your own >> custom synth! Well done - you've maxed out your music geek points! ;) > > Thanks! Been working hard on that. ;-D > > Seriously, I was planning on using a MIDI sequencer for the music part > (done > that in the past) - but it's like the ever so slight improvement on the > recording/editing part doesn't make up for all the overhead. > > Also, it turned out typing note numbers and code is not as cumbersome as > it > may seem at first. I guess one needs to be able to "hear" things before > playing them to some extent, but it works ok for me at least. After all, > many > of the C64 legends used similar methods, and typing music in as MML was > apparently the way it was generally done for arcade games in Japan. And of > course, once upon a time, people used paper...! ;-) > That''s preety damn tight! "Title Song" is verging on dubstep. Pretty clever angle. Make sure you share these tracks on the soundcloud linux group so people listening to the stream get to hear them. http://soundcloud.com/groups/linux In case it's not obvious, you have to click the "share" button for each track not just join the group :-) > >> I'll have to try Kobo II as it looks like fun. Was Namco's Assault an >> inspiration? > > Well, it's still just a playable tech demo, but I'm hoping it can > entertain > for a moment already. :-) > > It wasn't strictly inspired by any single game, though it obviously has > some > of the core logic ideas from Kobo Deluxe/XKobo. (Bases constructed out of > modules in Campaign Mode at least...) I'm basically aiming for a bit of > FPS > feel in a top-down 2D shooter setting. > > Planning on maps a bit like those in Assault as well! In the current > Campaign > Mode you start taking out bases at high altitude, and the idea is that you > get > closer and closer to the ground, finishing the area by taking out bases > and > vehicles on the ground. Might go underground in some cases as well; caves > and > massive underground complexes. > > >> Through listening to your tracks I discovered Martin Walker writes for >> and >> runs the SoS forums now - I had no idea! > > Cool! Didn't know that either, actually - but it seems like he's trying to > forget about the C64 days. I can understand that, but still... :-/ > > > -- > //David Olofson - Consultant, Developer, Artist, Open Source Advocate > > .--- Games, examples, libraries, scripting, sound, music, graphics ---. > | http://consulting.olofson.net http://olofsonarcade.com | > '---------------------------------------------------------------------' > _______________________________________________ > Linux-audio-user mailing list > Linux-audio-user@xxxxxxxxxxxxxxxxxxxx > http://lists.linuxaudio.org/listinfo/linux-audio-user > -- Patrick Shirkey Boost Hardware Ltd _______________________________________________ Linux-audio-user mailing list Linux-audio-user@xxxxxxxxxxxxxxxxxxxx http://lists.linuxaudio.org/listinfo/linux-audio-user