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Response to: How to make a piece sound thrilling Posted November 12th, 2010 in Audio

Add Arnold Schwarzenegger sound clips.

Response to: Algorithms: Main Posted November 3rd, 2010 in Programming

FYI, Google maps runs on graph theory. Except when it you're looking for directions to chuck e cheeses and it takes you to some shady back alley :(

Response to: Algorithms: Main Posted November 3rd, 2010 in Programming

You should check out some of the more advanced sorting algorithms, some of them are quite sneaky!

On topic, traveling salesman problem! :O

Response to: Post Song Ideas in one sentence. Posted October 15th, 2009 in Audio

At 10/12/09 09:55 PM, JackRocker wrote: and yet yoshi would still whip his fat, bearded ass by throwing eggs in his face, then eating him and turning him into an egg and crapping him out, then kicking the shit out of it.

I think we're on to something, and then out of nowhere, a giant evil enemy crab comes out.

Response to: Opinions Posted March 5th, 2009 in Audio

Back in my buccaneer porno techno crossover music days, I trust in Vengeance sample packs. If the sample pack title name has the word which is the genre you want to produce and has the word "Vengeance" in it, you have my word that it is gold!

I also use Reason 4 and I trust my life with Thor.

Response to: how do i make a video game??? Posted March 5th, 2009 in Programming

At 3/4/09 10:09 PM, letsxgoxgators wrote: i need to know what programs i need to make a video game, then how to post it, please some one help. thanks

You should finish up high school and take up a computer science degree, it should teach you everything you would need to know. There's several things you need to take care of in PC or console games. This would include graphics rendering, event handling, data I/O, audio channel management, and AI. Each of these components may likely be implemented by you or your team.

What platform will your game be published on? This will help you decide what tools and maybe IDE's you can work in.

What kind of game will it play out like? FPS, Zelda-esque, fighting? This will help you how to better make efficient graphics rendering and how to build input and general event handling from the ground up. This also includes collision detection. How do you ensure the players does not walk through walls or jump infinitely high due to no gravity?

Extensive planning should be done ahead. How will the user interface look like? Will the data and art files be so large you want to load them on the fly (Grand Theft Auto) or load them all at once before a level begins (Devil May Cry). How will user input change when different states of the game are reached (title menus vs pause menus vs game play control). Will the control setups be consistent among all game states?

What will the graphic engine include? Can it render dynamically changing and moving particles such as sparks, fireworks, etc? How will 2D effects or UI/HUD elements be drawn over the actual gameplay?

How are you going to build the levels? You will likely need to build your own level editor for high scale development. For example, if you are developing an FPS game, you would likely not want to code your level map with just points in the code, you will probably want to write another program that will visually show you your map data, and allow you to add, remove and edit components made custom to your game. (Same reason why a GTA map editor won't work with a DMC editor, as breakable glass mechanics may work differently.)

How are you going to implement AI? You don't want enemies walking through walls just to find the player or shooting through walls. You will likely want to have some sort of line of sight detection and basic pathing algorithm between key vertices in a map that you can define in your custom level editor.

Will there be networked multiplayer possibilities? What methods will you implement to ensure all the players get the same data as soon as possible to see everyone is seeing the same thing on each screen? Will there be a dedicated server for the game or will game sessions be hosted on a local computer?

How are you going to test all the code? You will likely want to get a team to test the code into the ground, and if they find bugs, it means more work for you to fix. Good testers will always give you more work to do.

There is a lot of work going into making a game, even "bad" games (but not all!) So making a video game isn't a walk in the park. I recommend staying in school and get into a computer science program, preferably a co-op program, as you will get work experience in all sorts of companies, including video game companies! I myself had the opportunity to work at Silicon Knights (creators of "Too Human" for xbox360) for a term, and it was a great learning opportunity until recession hit...

As a heads up, there are more companies focused on video games in Georgia, as they have something like tax benefits (not exactly sure of anything more), which allows better growth for game development companies in Georgia.

As a starter though, I would recommend looking up C++ or Java. If you want less of a steep learning curve, Java may be the way to go, as a lot of mobile phone games are made on Java, and there are truckloads of tutorials on Java applet game development. With Java, you can quickly write a very simple 2D game, while still learning the elements which compose a game, such as UI design, event handling, graphics rendering, and audio channel management (not entirely as simple as "load, play, stop" as you may think it is.);

Response to: What's your songwriting method? Posted March 5th, 2009 in Audio

I come up with a sweet idea involving pirates, something like pirates docking into a starport and throwing molotov rum cocktails and pillagin the cargo warehouse for space gold and then proceding to maim and murder any poor souls in the way of their piratey carnage with laser blunderbusses and scimitars. But that's just one story I could compose about. Complete with guitar solos an blazing speed of light arpeggios. You get the idea.

Response to: Rock/Electric Guitars? Posted February 8th, 2009 in Audio

If you're interested, I'm in the process of uploading my Reason 4 metal guitar patches when I have the time. There's like a ridiculously old patch I have up http://drop.io/runeaxe/asset/warriorv3-0 . Before I got into synthesized metal, I tried with Slayer 2 on FL back when I was a kid, boy was it ever so cheesy sounding :D

Response to: Melodys that seem stolen Posted February 8th, 2009 in Audio

Good artists copy. The best artists steal.

Clearly in this case..

Response to: Why do you write music? Posted February 8th, 2009 in Audio

Reason 4 is my girlfriend :)
I make music because I get to mix genres that most people wouldn't think of, and it creates sounds that I enjoy, and it's also the music I like to share with others and feel proud of it. I also like to be proud of the fact that all the tracks in metal sub-genres I have created are all synthesized (I wuv u Reason 4 :p) I also make music to inspire others to make music in my style, but with their own unique twist. In the same way I am influenced and look up to certain bands, I hope I am looked up to as an inspiration or musical pioneer.

Response to: The Aura Collabb [evil Base] Posted October 10th, 2008 in Audio

I've started a little something
http://drop.io/runeaxe
i hope we can add some manical screaming into it, like something along the lines of Cradle of Filth mwahaha, or maybe something musically similar to Sigh

Response to: Reducing Cpu Load Posted July 20th, 2008 in Audio

Generally speaking, if you invest some money in an audio interface with ASIO support, and use the ASIO sound device from the sound output settings of almost any musical creation program, you will get ridiculously low latency, especially with MIDI input. I'm not so sure with the latest FL as I don't own it, (I use Reason 4) but that's just my 2 cents.

Response to: I need your musics!! Posted July 20th, 2008 in Audio

Some good ol' pirate metal

http://www.newgrounds.com/audio/listen/1 40768
http://www.newgrounds.com/audio/listen/1 30378
http://www.newgrounds.com/audio/listen/9 8316

there might be more in my audio submission list |;)

Response to: Suggest & include songs in my game! Posted July 19th, 2008 in Audio

Some good ol' pirate metal

http://www.newgrounds.com/audio/listen/1 40768
http://www.newgrounds.com/audio/listen/1 30378
http://www.newgrounds.com/audio/listen/9 8316

I can easily remove and separate three instrumental tracks for you. As a fellow game programmer, I might know how you are implementing the concept, and will have the tracks separated for the gameplay

Response to: The Reason Thread Posted June 28th, 2008 in Audio

At 6/28/08 03:15 AM, Darren-M wrote:
At 6/26/08 01:50 AM, Erectronik wrote: Lol I do power metal on Reason 4 just cause it can be done.
really? do you just make everything with the program or do you heavily upload samples?

and i started to play concentrate more on connections and its slowly getting more clear, setting up a vocoder for my voice seemed really hard at the time and still is a little weird but im sure it will get easier, i really liked putting the vocoder on dr. rex loops though, but one thing im really confused about is i thought that i would be able to upload .aif and .wav files into dr rex, but i can only put in .drx files! what do i do if i dont want to use the programs presets!?

Most of my work is synthesized, with the exception of drum samples of course. One trick, is just taking a nice rough patch, and copy/pasting it so you have 3 instances of it, and transposing their pitches to form a power chord. Then stick em in a combinator and you can easily lay down riffs and what not. I think there is another program that lets you make your own Dr REX files, and I believe it is called Recycle 2.0. Besides my "secret" guitar patches, there is a plethora of preset maelstrom and subtractor patches to do all the harpsichords, strings, organs, and everything else you could want for power metal.

Response to: The Reason Thread Posted June 26th, 2008 in Audio

Lol I do power metal on Reason 4 just cause it can be done.

Response to: Reason - Best and Worst Refills Posted May 2nd, 2008 in Audio

#1 Robanomoly 7 String Guitar

There, I said it, my number one secret to synthesized symphonic/power metal lol
And yes, those guitar solos you hear in my metals is not a real guitar but a real keytar lol

Response to: Audio Advertisements! Posted April 30th, 2008 in Audio

Wookit dis here

Lasers and Scimitars

Ye know ye likes te symphonic pirate metals.

/.D

--Legendary Pirate

Response to: Audio Advertisements! Posted March 17th, 2008 in Audio

Holy Pirate Crusaders

Do you like pirates?
Do you like knights?
Do you like swords?
Do you like dragons?

Lol, please review and thank you.

/.D

LP

Response to: Audio Advertisements! Posted September 27th, 2007 in Audio

PIRATES IN SPACE
http://www.newgrounds.com/audio/listen/9 8316

Response to: garage band songs Posted August 31st, 2007 in Audio

Or any of that eJay crap for that matter too :(

Response to: vb click simulation Posted August 31st, 2007 in Programming

Lol, you could at least try to pull it off saying that you're trying to make an automation test suite in vb :p

Response to: Audio Advertisements! Posted August 30th, 2007 in Audio

http://www.newgrounds.com/audio/listen/9 4382

Arrrrr!! This track isn't piratey :(
but it's back to my earlier erectronic styles >:D

Reviews please :)

Response to: Chip Gabba Posted August 29th, 2007 in Audio

Overclocked Remix MIGHT have some info, maybe in their forums, but if you're using Reason or FL, you can use the vocoders to crunch down to 8 bit-ish sounding kicks. Specifically for Reason, you can also use the Scream 4 Distortion to make 8 bit sounds, and in FL u can use the wave shaper to make your crunchy 8 bits as well

Response to: Sad Posted August 27th, 2007 in Audio

At 8/22/07 11:02 PM, Anima-Theory wrote: Is anyone else in the mood to write a slow emo-ish type song with me?

I would, but given that it probably would go in the goth AP category, it would be 0'd. The whole chart is getting 0 bombed everyday now :/ so nah.

Response to: Virus prank websites... Posted August 27th, 2007 in Programming

At 8/27/07 08:42 AM, Seachmall wrote:
At 8/22/07 01:52 PM, Erectronik wrote:
At 8/22/07 01:05 PM, Seachmall wrote: You can't teach someone a foreign language by walking up to them speaking a sentence and walking off.
See Rosetta Stone.
Not the same thing.

I can see you've never used Rosetta Stone.

When you were a newborn, how did you think you learned your first language? Given you had no basis of any language in your mind, any first language you were given exposure to, is considered a foreign language. Besides having you parents speak their first language to you, there is no other language you know that you can use to translate your first language to. It is through implications and experience that you can learn the bits and pieces of your first language. Hence, just speaking a language in front of a newborn repeatedly, can teach them this new language.

Response to: Virus prank websites... Posted August 27th, 2007 in Programming

At 8/26/07 04:44 AM, Afro-Ninja wrote: You can't stand over every person that uses your script and smack their hands when they use it wrong

*Smack smack*

lol its still fun to get confused responses :)

Response to: DirectX Tutorial Posted August 27th, 2007 in Programming

It depends what language you want to code directX in. You can use C++ or C# that I know of at the moment. Once you have direct X SDK actually installed they come with tutorial files anyway, so you can take a look at those

Response to: Virus prank websites... Posted August 22nd, 2007 in Programming

At 8/22/07 01:05 PM, Seachmall wrote: You can't teach someone a foreign language by walking up to them speaking a sentence and walking off.

See Rosetta Stone.

Response to: Virus prank websites... Posted August 22nd, 2007 in Programming

At 8/22/07 12:22 AM, authorblues wrote: youve taught nothing of recursion. you havent addressed it as a topic. all you did was make a function call to the housing function. you did not address is properly, and youve taught nothing of the intricate nature of recursion (ie., memory management, stack pointer, function preprocessing, program counter movement, etc)

again, nothing of the sort. you didnt tell how to find these errors, how to handle them, how to identify a possible memory leak, how to use recursion without falling into an infinite cycle. am i forgetting anything?

lol you moron, there is more than one way to learn things. the method i used just happens to be more malicious and demonstrates the issues at hand when one makes practical application mistakes such as infinite recursions.

You still learn things, even if they aren't addressed as a topic, silly. For example, you wanted to grab a muffin to eat, but then your father comes buy and gives you a good smack on the side of your head. He doesn't say a thing. You attempt to grab it again, and he smacks you again. By now, you hopefully should have learned not to touch daddy's muffins :) Your father did not tell you not to touch the muffins but he did teach you the consequences. Analogously I did not address the topic, but have let the experimenter try it out and figure it out themselves. Perhaps you like being spoon-fed, no?