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Compsense

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Compsense last won the day on October 29 2010

Compsense had the most liked content!

About Compsense

  • Birthday 09/19/1992

Contact Methods

  • Website URL
    http://cmdtechno.bandcamp.com/

Profile Information

  • Location
    Oregon, US
  • Interests
    Composing Dance/Hardcore, 3D modelling/animation/game development, Graphic design
  • Fan Gaming Specialty
    3D modelling, 3D level development, Music Composition
  • Current Project
    Sonic Ambience

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  1. HAHAHA HI AGAIN Here's some new tracks I uploaded them to Soundcloud because idk All tracks: http://soundcloud.com/cmdtechno Silent Magnets http://soundcloud.com/cmdtechno/silent-magnets Genre: Dance Night Rave http://soundcloud.com/cmdtechno/night-rave Genre: Dance Hardcore Syndrome http://soundcloud.com/cmdtechno/hardcore-syndrome Genre: Happy Hardcore Demonstration http://soundcloud.com/cmdtechno/demonstration Genre: Happy Hardcore Captain and Moon http://soundcloud.com/cmdtechno/captain-and-moon Genre: Happy Hardcore Thank you guise ilu
  2. Here's some new stuff! I completed the first track of Comatose, and in realizing that I'm not proficient at producing electronic ambient/trance-like music, I'm releasing it as a free to download single track so I can focus on other music. Comatose As well, in light of graduation for the class of 2011, I remixed Pomp and Circumstance into a dance track. Graduation Dance Enjoy! In other news, I recently acquired a pair of KRK Rokit 5 studio reference monitors for $300. With these monitors, I can start getting more serious with my producing and hear my mixes better than ever. The sound reproduction is as close to perfect as I can imagine, and these monitors will quickly become an invaluable resource to myself as a music producer.
  3. Here's my own rendition of the sonic 3 boss, using a piano accompanied by a violin. Sonic 3 boss (piano & violin) I've also finished Raving Dreams, my happy hardcore album. Raving Dreams Album Raving Dreams is also on iTunes :3 And finally, a preview of the next album I'm working on, Comatose. Comatose Preview Not directly related to music, but here's some of the promotional material I created for Raving Dreams. Radio Ad - this was actually for my marketing class, but I might find a use for it eventually.
  4. So, like, Raving Dreams has taken me the longest of any album. I refuse to rush it, though. IT SHALL BE BEAUTIFUL. Anyways, for those of you who like happy hardcore music, I have a few samples from the album I'd like to share to get people interested and pumped up about the upcoming release. Preview 1 Preview 2 Preview 3
  5. Guess what guys? In the last couple of months, I've made a few hours worth of total progress! Woo~ Right then, a little while ago I bought a new graphics card, which allowed me to not only play my latest build completely smoothly, but record it, too. Ergo, here's a gameplay video. There's no new content to show off, but I thought some people might appreciate a video.
  6. I was messing around with my piano sounds on Nexus, and came up with this piano rendition of the sonic 3 boss music. I don't have much practice composing piano music (that, and I was recalling the notes from memory), but it was still kinda fun to put together. Sonic 3 Boss piano Otherwise, though, I'm currently working on a happy hardcore album. Shiny album art!
  7. I like your suggestions regarding the platforms, I'll see what I can do to improve them and make them less block/square-like. Thank you! Regarding the log bridge, that's actually just something I've been neglecting since I added it. I've been debating some of the ways that I could implement more realistic physics for the bridge, as right now each individual log just animates down as you walk on it, and up when you walk off of it, which doesn't even cut it for a cartoonish game. I'll get around to it eventually, at least before I put the next build up. It's good to hear it can run smooth enough on older machines, because that's something I was worried about. I think SFR requires so much more because it has a lot more going on at once, not to mention some of the additional effects it has that also take up processing power. Oh, and regarding effects, before the next build I'll be adding the ability to turn on and off certain graphical effects, like pseudo-antialiasing*, HDR, and bloom. I'll also see about the ability to turn off some of the other pre-existing effects like lights (which add highlights and shadows), shaders, and extra textures (like bump maps). Here's a screeny with HDR turned on at default settings and Bloom turned on at a light setting (admittedly, it makes everything kind of blurry, which I'm not too keen on). It adds a touch more color in areas and a larger range between dark and bright colors, but can reduce - in the one quick test I did - 16 fps to 9 fps. *It's technically an edge-blur effect; the Blender game engine does not support true antialiasing.
  8. Thanks for the comments! Sorry about the poor physics, at some point I'm probably going to give them a complete overhaul and program them properly; that is, movements will be completely programmed and not based off of the regular physics of the blender game engine. That way sonic's movements won't be as slippery, but just as well, he won't require so much additional friction to try and combat the slipperiness that he gets stuck to any surface he runs into. When I choose to do this, I'll be basing it off the Sonic Physics Guide as much as possible. There are some issues I'll probably never be able to properly fix, like the occasional "super jump" (where sonic will, at random, jump twice or thrice as high as normal from the ground), or the falling through walls/floors issue. I have no idea what causes the super jump - at best I can guess that two or more floors (planes) were under him when he jumped - but the latter issue is a defect of the blender game engine caused by fast moving objects. I was considering a potential solution with rays that detected an oncoming surface in any direction around sonic and slowed his speed once he was close enough, but there are some foreseeable roadblocks I'll probably run into, not to mention it might make him play somewhat weird at times. I'm glad you like the graphics, I was hoping people would. It's a vast improvement over the last build, even if I still have some ways to go before I'm happy with the way it looks so far. I'm considering various props to place on the sides of the cliffs, like perhaps large mushrooms that can be used to reach another area, or perhaps large machinery (or etc.) placed by the doctor for various reasons.
  9. Sorry for spamming up the fangames board, but after adding some orange projection rings (like from Sonic Unleashed), I thought I might as well put a new build online. Couldn't hurt I guess, there might be 1 or 2 people that want to try it out. 10.24.10 build Please understand, the majority of the changes so far have been major graphical updates, so there isn't really any new areas of the level to play. I promise it will eventually be much larger! I just want to get what's already here working and looking as nice as it can. The controls are still the d-pad for movement (left, right, up and down arrow keys), and spacebar to jump. There is currently no homing attack, spindash, or rolling (apart from mid-jump). There is no walking animation yet (he'll just slide at first). I guess I should probably show the differences, so here's a few screenshots showing the previous build vs the current one.
  10. So I tried some effects this time to hide my ugliness
  11. Oh no, people like it, which raises expectations which increases the possibility that I'll disappoint people D: I, um, just finished a paper in Calculus where I had to compare mathematical limits to the large hadron collider, and now I have a four day weekend to hopefully spend working on the game. I think I'm going to start spending some time working on a new area, including the segment of level I had in a dream a while back. I want to work on making it more "foresty" and less "giant walls of dirt in every direction", but I'm worried about the poly count (and amount of memory use) as I start adding more trees, more props, and overall more detail all over the place. I want the game to look nice, but I have rather minimal experience, and I generally don't know the best way to go about doing things as is most efficient in video game development. I'm just complaining about stuff, so here's some more screenshots and stuff. I'm sorry the amount of actually completed playable level is really short, I don't spend enough time working on this game to have more ._.
  12. Holy cow, like, 150 views since that last post. No replies though, I wonder if that means something :B But, well, I think I finished working on the model. Sorry, I kind of like the green eyes, I feel they add more personality or something.
  13. WHAT LIGHT RAYS I DONT KNOW WAT UR TALKING ABOUT Here's what they used to look like. Sorry for not updating this game in forever, I just stopped developing it for a while, and never bothered to get back to it. I would sooner leave it undeveloped than to simply cancel it, since that leaves room for sudden motivation months later :B Actually, the reason I wanted to work on it a little again was because of a dream I had a week ago (or so). I was playing some sonic game that I assumed was my fangame, and it looked absolutely gorgeous, and the whole time I was wondering why I ever stopped working on it. I was playing in sections I had never actually created, which later became inspiration for level segments that I've drawn down and plan to use. Of course, when I woke up I was disappointed because I remembered that my game, in fact, looks (graphically) horrible in comparison, but it just means I'll have to spend some time working on the visuals. I liked how sonic's lighting looked in my dream, I'll see if I can recreate it as well (it was actually sort of similar to Sonic Unleashed, with the brighter blue lighting on his head/quills). I'm currently in my senior year in high school, so that takes precedence over this game (whereas laziness is also a factor affecting its development), but I'm going to try and make slow development nonetheless. Maybe I can at least continue to improve what content is already there, because that's easy. Like those blasted leaf piles, they look abysmal. Oh, and the general emptiness everywhere, it needs more props and variety in how it looks (i.e. why must all the walls be barren, flat, and have nothing to look at, let alone step on). </incoherent post> [EDIT AND STUFF]: I made some improvements to sonic's model - tweaked the eyes and brow a little, fixed the textures on the eyes and buckle, made the eyes, shoes, and shoe buckles appear reflective, and added that light blue glow/lighting I mentioned before that always appears on the top of sonic from the camera's perspective. I'm also working on improving sonic's texture quality, starting with the gloves (which should be evident in the new glove texture). I'll probably bake the AO again, too. ONE FINAL EDIT: Alright, here's how he now looks from behind. I've quite a bit of work to do with the textures to 'up' the quality for closer views, but it's quite enough for the regular 3rd person distance. Oh, and sorry for all the images, I hope none of you use dialup D:
  14. After watching Sonic OVA for the first time, I made this. It's a tad short for Dance music, but no matter! The Doctor Returns
  15. Thanks for the input, I appreciate it. I'm still working on improving by continuing to write/remix, but all the same I'm trying to improve in a wide range of music instead of always focusing on just dance alone (which is why I came up with eliXtro and Diffaction). Speaking of which, before long I want to try writing in the style of video game music, kind of like some of the stuff Tweaker writes. "Video game music" is kind of general, but having tried it a couple times before, I know for a fact that I need a lot of practice in that area. I dunno when I'll be working on music again, but in the meantime I'm working on 3D stuff again.
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