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Falk

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Everything posted by Falk

  1. It was always the plan to release a downloadable, standalone OST along with the SAGE'12 release. The plan for BTS, summed up is as such: (tl;dr inc) Before the Sequel's always been a game that was completed, released in 2011, and essentially over and done with. Even for me personally, when something is done I generally prefer to take what I've learnt and make something completely new instead of tinkering with it over and over and stagnating. What's happening with BTS though, is that LakeFeperd was kind enough to let me turn it into a personal playground in both music composition and project organization. This has helped me a lot because it takes -some- pressure off because it's essentially adding to something that's already done as opposed to doing something for an upcoming project (unofficial, unlicensed, fangame etc or not) if that makes any sense at all. As such, I'm being a lot more transparent regarding the process and doing a lot of things I otherwise wouldn't do. The easiest example I can give is how I'm uploading stuff pretty much as I finish it for BTS whereas for ATS things are probably going to be under wraps until official trailers/releases/etc. In terms of writing for a fangame, as funny as it sounds I'm having a lot more fun than I might if I were doing an official game. Just like LakeFeperd is throwing in cameos and easter eggs from other franchises he enjoys, I'm putting in a lot of nods and even stylistic/motivic recreations of musics from things I've enjoyed in the past... and learning a lot about the thought processes that went into the originals. BTS OST essentially will be an overall theme/genre for a zone, with remixes/arrangements between acts, a-la Colors/Sonic CD JP (which are our two main sources of stylistic inspiration) Two particular acts, and one boss act music will remain as existing Sonic music (or a remake) as the levels are direct homages. It's easy enough to figure out which. ;p Many of the others will have thematic references - Starlight zone hidden inside Star Shores for example. The SAGE'12 version's 10 special stages will essentially be 10 (mostly Dance) remixes of songs cherry picked from across 20 years of Sonic music, and be a cohesive, discrete unit within the soundtrack. Think of it as a bonus remix CD in a box set, if you will. Right now some that I absolutely want to do are are Sonic 2 special stage, 3D Blast Saturn title screen, Chun-nan (I hate the stage though :V), and I'm open to suggestions for the others. edit: http://soundcloud.com/falk-2/sets/before-the-sequel-ost Yay album art!
  2. I'm usually pretty open to hilariously bad storylines and/or archaic/prohibitive gameplay mechanics, but the load screens ensured I didn't get anywhere close to anywhere in the game. SIDE MISSION <loads for 20secs> 1 LINE OF DIALOGUE <loads for 30secs again> I wish I was exaggerating.
  3. The tiles seems too much like a RPGMaker and seems too much like intentional-weeaboo. Unlike some people, I'm not too intrested in this project.
  4. o, I just noticed Pupils might look better if aligned vertically. I know it's visible only for a split second, but yeah :V
  5. 0:11- you know how at certain speeds car wheels appear to stop turning? Yeah.
  6. It's not so much oggs are smaller than MP3s since filesize for both formats is essentially <length> * <bitrate>. Ogg vorbis simply outperforms MP3 at lower bitrates, or even the ex-ubiquitous 128kbps. 96kbps ogg is plenty for fangames, especially fangames emulating a retro look. People don't start up fangames solely to listen to music on some bombastic home theater system; it's there to provide a backing to action. That being said, there are other considerations as well, such as the inherent gap at the start of mp3 files dictated by the format specification which makes it nigh impossible to loop cleanly.
  7. do you have a link with more information i really like butts i cannot lie
  8. Couple of new pieces of music: (That's ATS's sexy new spritesheet in the Hilltop Heights 2 video)
  9. 480x272. And you'd be all set to make homebrew PSP ports too!
  10. <Guess_Who> ahhhh <Guess_Who> if you use directinput and a 360 controller <Guess_Who> it responds when out of focus * TimmiT has quit IRC (Ping timeout: 121 seconds) <Guess_Who> but it only happens with directinput, not raw keyboard input Until further information is uncovered please refrain from entering passwords or bank account information with your 360 gamepads, even when S2HD is out of focus. I'll update this post with more information as it becomes available.
  11. *slaps forehead* Posting in Andy's thread just reminded me, I've been tooting my own horn way too much. Fortress Flow music pretty much as it will appear in the game can be previewed over at his portfolio page. Stellar work, especially -that section- on the boss theme. When you recognize it, you shit bricks :V
  12. He also uses a kickass DAW. Just thought I'd mention.
  13. Incidentally dropbox is amazing for semi-limited-circulation temporary-access stuff like that :V
  14. I'm sure you're actually a nice enough guy to work with given time. Really.
  15. It's chill on purpose w.r.t context/placement within the game. Relax, there's still Act2/Death Egg for tension-building. :V I definitely agree that the vast majority of Lake's original song choices were excellent though so I know where you're coming from. Consider it an experiment on my part that we'll need to see a build closer to completion to gauge, and I do have a backup plan on where to put StratoSyn (with a name change) if necessary. Also I'm consciously making a decision to only include Sonic-based music as cameos/remixes in the new OST.
  16. Being stoned should take precedence over everything imo!
  17. When you say large, how large are you talking about? I linked it in a post talking about snap-to angles vs 360' rotation in Hez's Sonic Classic 2 thread.
  18. Just send it to me and I'll record for you. Yeayeayeayea :V
  19. YES. Even the 'flat' areas have like 1-3 pixel differences for the heck of it, and Emerald Hill is a great case study on how to not have a flat horizontal surface for more than half a screen.
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