Author Topic: Progress on Project MONOLITH... some technical mumbo jumbo inside  (Read 4396 times)

nodtveidt

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Re: Progress on Project MONOLITH... some technical mumbo jumbo inside
« Reply #105 on: January 03, 2012, 06:57:15 AM »
Paul really knows how to utilize color range to maximum effect. The actual unique color count in the forest is quite low (51 colors in that shot, that includes the hud and character sprite). The village, on the other hand... although it looks a bit "busy" at times, the color diversity looks low at first glance. However, the actual unique color count is rather high, exceeding 80 most of the time for the inclusive scene.

Arkhan

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Re: Progress on Project MONOLITH... some technical mumbo jumbo inside
« Reply #106 on: January 03, 2012, 07:04:39 AM »
Paul is a shading mastermind.  Look at the crap he pulled off in the Atlantean screenshots too! (That look kinda crapass in an emulator, to be honest).


We have a new secret weapon in OBEYbrew land, and his name is Sunteam_Paul.

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[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
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nodtveidt

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Re: Progress on Project MONOLITH... some technical mumbo jumbo inside
« Reply #107 on: January 03, 2012, 01:17:32 PM »
So I'm wondering what to do about the jump sound... maybe make it more like Exile's?

ParanoiaDragon

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Re: Progress on Project MONOLITH... some technical mumbo jumbo inside
« Reply #108 on: January 03, 2012, 01:50:35 PM »
So I'm wondering what to do about the jump sound... maybe make it more like Exile's?

Hmm, IIRC, that's more of a subtle woosh type sound....for lack of a better term?  Or it's some kind of quiet clicking sound, that might be a more accurate description?  That does seem like a good idea.  Maybe that jump sound will end up being better used in VM instead.  It seemed less noticeable in that from what I recall.

As for ME, that stinks, oh well.

nodtveidt

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Re: Progress on Project MONOLITH... some technical mumbo jumbo inside
« Reply #109 on: January 03, 2012, 01:54:41 PM »
ME doesn't tend to like anything I code, lol. :) It really shows its weaknesses.

The original jump sample in Monolith was copied from VM, and is also present in JB. I'll replace it with something more subtle. I don't want Monolith to completely lose its cartoon appeal, of course, but maybe making the samples a bit more serious might help the overall tone... the graphics aren't all that cartooney so it might be more fitting to take the samples in a different direction.

Arkhan

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Re: Progress on Project MONOLITH... some technical mumbo jumbo inside
« Reply #110 on: January 03, 2012, 04:54:26 PM »
the jump effect is too long. thats the problem. It sounds more like a noise when you land on a slime than anything.
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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ParanoiaDragon

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Re: Progress on Project MONOLITH... some technical mumbo jumbo inside
« Reply #111 on: January 03, 2012, 05:44:39 PM »
Hmmmmm, you may be right, maybe it could stay the same but sped up.

Arkhan

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Re: Progress on Project MONOLITH... some technical mumbo jumbo inside
« Reply #112 on: January 04, 2012, 12:38:29 AM »
Or make it a quieter/less dry noise.

wet jump noises work better.
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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Black Tiger

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Re: Progress on Project MONOLITH... some technical mumbo jumbo inside
« Reply #113 on: January 04, 2012, 04:58:06 AM »
It probably just sounds weird to some people since jump sound effects are usually used in more cartoony games and more serious looking games like this tend to only use landing or step off sound effects.
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nodtveidt

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Re: Progress on Project MONOLITH... some technical mumbo jumbo inside
« Reply #114 on: January 04, 2012, 05:09:30 AM »
Hrm... that's true... though I experimented with removing the jump sample altogether and something just didn't seem right about it... but maybe it'd be welcomed by others.

Arkhan

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Re: Progress on Project MONOLITH... some technical mumbo jumbo inside
« Reply #115 on: January 04, 2012, 05:27:15 AM »
the jump noise isn't necessary if you are ok with removing it.

Zelda II has no jump sounds.


and when you say "jump sample", do you mean you are using ADPCM for the jump sound?  use teh PSGGGG-unit.
« Last Edit: January 04, 2012, 05:38:29 AM by Arkhan »
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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sunteam_paul

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Re: Progress on Project MONOLITH... some technical mumbo jumbo inside
« Reply #116 on: January 04, 2012, 05:45:20 AM »
The jump sound doesn't bother me at all, but having no jump sound would.

Perhaps go the route of games like City Hunter, Cross Wiber and Daimakaimura and have simple white noise effects for jumping and landing.

I think people are mostly noticing it because they are watching a video with lots of jumping rather than concentrating on playing the game.
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nodtveidt

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Re: Progress on Project MONOLITH... some technical mumbo jumbo inside
« Reply #117 on: January 04, 2012, 06:39:54 AM »
Ark, the jump sound is from the PSG, but it's still made of samples, hence sample. :D ADPCM is used sparingly in Monolith; the sword attack sound and the level up sound are ADPCM but for now, that's it. Everything else is PSG-based.

Arkhan

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Re: Progress on Project MONOLITH... some technical mumbo jumbo inside
« Reply #118 on: January 04, 2012, 06:52:18 AM »
Ark, the jump sound is from the PSG, but it's still made of samples, hence sample. :D ADPCM is used sparingly in Monolith; the sword attack sound and the level up sound are ADPCM but for now, that's it. Everything else is PSG-based.

Why are you using samples for that.  just set a 32 byte waveform (sine or squareish), and make a jump sound...

or are you being a nitpicking twat and you mean "hurhurhurhrrrr the waveforms are ALL samples hrurhuhurrrururururhrur"
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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nodtveidt

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Re: Progress on Project MONOLITH... some technical mumbo jumbo inside
« Reply #119 on: January 04, 2012, 07:08:35 AM »
Why are you using samples for that.  just set a 32 byte waveform (sine or squareish), and make a jump sound...
Dude, wtf do you think it is? "Just make a jump sound"... yeah, "just make a game" while yer at it. :P