The Official Machinae Supremacy Forum

General => General => Topic started by: MDX on May 11, 2005, 12:05:42 am

Title: Iji - Oct Demo.. ;)
Post by: MDX on May 11, 2005, 12:05:42 am
Well i figured getting this thread back on form wouldnt be a bad idea at all. I have been quite busy so since the forum went down (thanks hazul :D!...) i have been involved with alot of college work, BUT! ill finish this up quickly, my summer is here on 27th of may onwards so ill be rocking more after that. In saying that, i am still doing ideas and such so no worries, and i actually made some potential sound effects, and no theyre not stupid.

another 2 tracks have been made

- denied a bank loan
- reopening the chronicles of quagmaria
(past the quagmarian reef sequel - so to speak)

Anddd a potential menu entrance track but alot of shit has to be remastered, but fear not, my friend andy is getting quality upgrades once 2 weeks have past, lol he even offered to buy me a KORG synth, a generous offer, but he was baked when he mentioned, so im taking it on a light note, heheh =)

A few more tracks are in working without names have been made, not to mention a power metal synth solo improv, its roughly done but was more exercise work than anything else, but its got good feedback from Spiff and Fallout (our not so common machinae forumer in the closing weeks before the forum downness)

Now i leave the rest for Spiff to update you on, the game is coming along nicely as far as he's shown me all the new updates.. so be excited, or die, twice.

megadokyo, loves you.
Title: Re: Iji - Game/Soundtrack Progress
Post by: Smeagol on May 11, 2005, 12:24:21 am
Quote
megadokyo, loves you.


So much so as to give us the other tracks?
Title: Re: Iji - Game/Soundtrack Progress
Post by: MDX on May 11, 2005, 12:27:50 am
no actually youre not getting these ones, i have coached my dominating opinion that they are not released until i have andy redo the riffing on them, kevin did distorted bass and for me it just didnt work out.

But on the brighter side, the soundtrack is gonna be done sooner than later.. and im following a particular trend for the rest of the tracks, so beware. or something.
Title: Re: Iji - Game/Soundtrack Progress
Post by: Smeagol on May 11, 2005, 12:30:19 am
/me waits and loads up Warioware

I could sit here for a few days straight y'know, but I think my parents may just get a tad narked at the electricity bill running up like a bitch
Title: Re: Iji - Game/Soundtrack Progress
Post by: MDX on May 11, 2005, 12:37:52 am
you can sit here all you want, im not uploading tracks muahahahahahaaaaa
Title: Re: Iji - Game/Soundtrack Progress
Post by: Smeagol on May 11, 2005, 12:38:39 am
What if I hold my breath until I pass out, does that count for anything?
Title: Re: Iji - Game/Soundtrack Progress
Post by: MDX on May 11, 2005, 12:44:24 am
means you can pass out.
Title: Re: Iji - Game/Soundtrack Progress
Post by: Smeagol on May 11, 2005, 12:45:06 am
The Force is strong with this one.
Title: Re: Iji - Game/Soundtrack Progress
Post by: MDX on May 11, 2005, 12:49:08 am
/ssaberwawmp
Title: Re: Iji - Game/Soundtrack Progress
Post by: Torp v2.0 on May 11, 2005, 01:01:00 am
Hmmm...got any old tracks up, and a link?
Title: Re: Iji - Game/Soundtrack Progress
Post by: MDX on May 11, 2005, 01:08:41 am
http://indulge-uk.com/officially-destroyed2.mp3
http://indulge-uk.com/3-cans-later.mp3
http://indulge-uk.com/run.mp3
http://indulge-uk.com/past-the-quagmarian-reef.mp3

and ffs cuz its your bday smeags.. ill upload some new track ideas.. theyre roughly done and short, so dont look too deeply into them kay? Plus the new stuff is me and andy working, not me and jay, however me and jay will be working together again soon.

http://indulge-uk.com/1wsynth.mp3
http://indulge-uk.com/march.mp3 (i.e. takin it slow.. i named it wrong)
http://indulge-uk.com/slow.mp3 (i.e. what takin it slow actually is)

Keep in mind, none of these are finals, just tiny ideas.. which are concepts and ideas for me and andys work aswell. The power synth.. is just a fuck around, take no real heed of it.

Anyways, enjoy.
Title: Re: Iji - Game/Soundtrack Progress
Post by: Spiff on May 11, 2005, 01:24:52 am
Hell yes! The forum's back! ;D

Progress on Iji... well, there's a public alpha demo over at my homepage (http://83.227.192.48/daniel/), set in a small test level with two weapons and two enemy types. Not to mention teleporters, a reload bar, customizable controls, pause key, Megadokyo music, improved AI, yadda yadda. :D

What you see in that demo isn't all I've been doing, though. It was released quite a while ago. I've made the weapon combining interface (http://83.227.192.48/daniel/games/iji7.gif), implemented the system for saving and loading (http://83.227.192.48/daniel/games/iji6.jpg) (the text file that keeps track of your save files and configs is only 307 bytes large and protected by a potent checksum, as well as in-game measures to prevent bypassing it), I've also begun working on the level clear screen (http://83.227.192.48/daniel/screen12.gif) (the little image of Iji is temporary, it will be replaced by a full hand-drawn image) with animated Matrix-style effects on the text and background. The clear screen also shows your kills, damage taken, successful cracks and failed cracks, and the level sequence system works too. I've worked on a technical detail that lets me build larger levels with no slowdown, which in turn lets the game concentrate more on the action; here's a shot of me fighting 50 enemies (http://83.227.192.48/daniel/iji50.gif) at full FPS to demonstrate what the engine can handle now.

The most recent feature is turrets. These spring out of the ground when you get close (but can also be visible from the start) and can fire four kinds of weapons, three more to be implemented. When they turn around to face you, the cord hanging down the turret's backside twists around the support pole that holds it up. You can shoot the turrets, which makes them explode, or you can crack them, making them sink back into the ground, never to be activated again. Rambo-people will favour the third way of beating them, though - just walk up to the turret and kick it straight off its support pole, sending it bouncing around the room. You can then play some turret football with it if you like, or destroy it entirely. Meanwhile, the support pole that held the turret just stands there looking silly. By the way, there's going to be a short series of secret alien logbooks which discuss a sport called Hyper Turret Game, invented by accident during a raid on a spaceship where a turret was knocked loose. Whacky logbooks like these will not be as common as ones concerning the rather serious main story, but I'll inject a dose of humor where appropriate, mostly in secret areas.

I've written all of the in-game chat sequences and scripted the cutscenes (but not all of the alien logbooks strewn across the game's levels). Next, I'll do the cutscene system, and draw the two first cutscenes. Then, it won't be long until the "real" demo of the game, with the full first level (or two??) appears.

Megadokyo is doing great on the soundtrack, eventhough many songs are just tests, I can't wait for the soundtrack the game will eventually have. :)
Title: Re: Iji - Game/Soundtrack Progress
Post by: MDX on May 11, 2005, 11:05:48 am
BE FUCKING EXCITED PEOPLE!
Title: Re: Iji - Game/Soundtrack Progress
Post by: Smeagol on May 11, 2005, 07:53:05 pm
Awesome demo! I'm really looking forward to the final release. At first I wasn't sure how you were going to implement the music score, judging from your review of the game.

Great job to the both of you, would applaud if I could
Title: Re: Iji - Game/Soundtrack Progress
Post by: MashedByMachines on May 11, 2005, 08:53:54 pm
OMG, great game, is this game going to be freè?
Title: Re: Iji - Game/Soundtrack Progress
Post by: Spiff on May 11, 2005, 09:29:06 pm
Of course, it's not like I could sell it somehow, anyway. :p
Title: Re: Iji - Game/Soundtrack Progress
Post by: potatismos on May 11, 2005, 10:11:48 pm
did ye want mine guitar shreds?
Title: Re: Iji - Game/Soundtrack Progress
Post by: Spiff on May 11, 2005, 11:32:43 pm
Yes, yes I did. :) I really loved the song you posted, called "track1". It fits perfectly for a boss tune. Did you have any plans to work on the soundtrack for this game? If so, you should talk to Megadokyo too, to see which songs he's making (as far as I know, it's currently the ten "level" songs).

Oh, I just finished the graphics for the clear screen (http://83.227.192.48/daniel/games/iji8.gif).
Title: Re: Iji - Game/Soundtrack Progress
Post by: MDX on May 12, 2005, 01:40:46 am
if you want to do the boss tracks be my guest, granting you don't mind if i consider implementing synth into them. i have most of the emotional tracks and in between bits covered already, stuff i havent let Spiff hear yet :P think ill release it with the next few in game tracks.

Stay tuned.
Title: Re: Iji - Game/Soundtrack Progress
Post by: potatismos on May 12, 2005, 10:43:45 pm
yeapp... me an'my bro will start workin on some bosstrakks asap...
how many trakks do you need? is thera any demo availble, for insperation you know  ::)
Title: Re: Iji - Game/Soundtrack Progress
Post by: Smeagol on May 12, 2005, 10:44:56 pm
Btw, Potat, can you provide the link for Track1 again?
Title: Re: Iji - Game/Soundtrack Progress
Post by: MDX on May 12, 2005, 10:47:36 pm
yeapp... me an'my bro will start workin on some bosstrakks asap...
how many trakks do you need? is thera any demo availble, for insperation you know  ::)

you will need to do 3 boss tracks, spiff shall supply you with a demo
Title: Re: Iji - Game/Soundtrack Progress
Post by: Smeagol on May 12, 2005, 11:11:01 pm
Coo.

This was what I thought would have gone well with Iji after the intial description...man was I wrong!
Title: Re: Iji - Game/Soundtrack Progress
Post by: MDX on May 12, 2005, 11:12:16 pm
gah smeags, download it again and delete that crappy CHARLIE version, not even a beta.. *grumble*
Title: Re: Iji - Game/Soundtrack Progress
Post by: Spiff on May 12, 2005, 11:12:39 pm
Potatis, there's a "toned-down" alpha demo of Iji on my homepage (http://83.227.192.48/daniel/), where I've taken out anything that could spoil the full game (14 weapons and 2 enemy types). Tell me if you want me to hand you the current alpha demo, with everything I've done so far (though you need to use debug keys and stuff).

There will be five bosses in the game, and the first three will use the same boss song. The fourth boss is incredibly more powerful, and she has her own song (here's an old concept scetch (http://83.227.192.48/daniel/iosa.jpg) of her). The final boss, an alien general wielding nearly all of the most devastating weapons in the game, also has his own boss song. So that's three songs in all, each one should preferably be more dramatic and upbeat than the previous. :)

EDIT: I like that song Megadokyo, is it one of those 'emotional' tracks?
Title: Re: Iji - Game/Soundtrack Progress
Post by: potatismos on May 12, 2005, 11:14:32 pm
Btw, Potat, can you provide the link for Track1 again?

www.freewebs.com/fokikv2/trakk1.mp3   freewebs sucks i know :P
Title: Re: Iji - Game/Soundtrack Progress
Post by: MashedByMachines on May 12, 2005, 11:19:14 pm
not fooound
Title: Re: Iji - Game/Soundtrack Progress
Post by: potatismos on May 12, 2005, 11:26:45 pm
www.freewebs.com/fokikv2/track1.mp3
Title: Re: Iji - Game/Soundtrack Progress
Post by: Smeagol on May 12, 2005, 11:28:38 pm
gah, error... maybe it's time to leave freewebs to die?
Title: Re: Iji - Game/Soundtrack Progress
Post by: Spiff on May 12, 2005, 11:32:25 pm
I'll sacrifice my home server's bandwidth. :p

track1.mp3 (http://83.227.192.48/daniel/track1.mp3)
Title: Re: Iji - Game/Soundtrack Progress
Post by: potatismos on May 12, 2005, 11:36:53 pm
gah, error... maybe it's time to leave freewebs to die?

anyother free web hosting service
Title: Re: Iji - Game/Soundtrack Progress
Post by: Smeagol on May 12, 2005, 11:39:48 pm
:o Wow that is just fuckin awesome!

I would be tempted to buy the soundtrack if you guys commerically released it..
Title: Re: Iji - Game/Soundtrack Progress
Post by: Spiff on May 13, 2005, 01:12:35 am
Eh, the music's gonna come free with the game, but if you want to give people your money, sure... :p ;D
Title: Re: Iji - Game/Soundtrack Progress
Post by: sag_ich_nicht on May 13, 2005, 07:32:14 pm
req. new alpha.

also, your most anoying alpha/betatester is back :D
Title: Re: Iji - Game/Soundtrack Progress
Post by: Smeagol on May 13, 2005, 07:42:40 pm
lol, oh btw spiff that was more of a interlude track or menu piece or something, whatever you prefer once its finished, lol i uploaded that with settings of -15 gain.

So it is way quieter than it actually is.. i now upload once again


Damn perfectionism
Title: Re: Iji - Game/Soundtrack Progress
Post by: Spiff on May 13, 2005, 08:03:09 pm
req. new alpha.

also, your most anoying alpha/betatester is back :D

You're not annoying, you're helpful. :) You can try out the public demo on my homepage first, but do you want the full current alpha too? I'll fix it up a bit first, and PM you.
Title: Re: Iji - Game/Soundtrack Progress
Post by: sag_ich_nicht on May 13, 2005, 08:06:06 pm
req. new alpha.

also, your most anoying alpha/betatester is back :D

You're not annoying, you're helpful. :) You can try out the public demo on my homepage first, but do you want the full current alpha too? I'll fix it up a bit first, and PM you.
Good.  *downloadspublic*

[edit]You made a typo on your homepage. It's physics, not physichs. Also, your webcomic is down. 8([/edit]
Title: Re: Iji - Game/Soundtrack Progress
Post by: Spiff on May 13, 2005, 08:30:54 pm
Good.  *downloadspublic*

[edit]You made a typo on your homepage. It's physics, not physichs. Also, your webcomic is down. 8([/edit]

There's no typo... look again. >_>  <_<

Crap, for some reason the domain ultimortal.com that my friend bought is temporarily out of order... *changes the link to the IP adress instead*
Title: Re: Iji - Game/Soundtrack Progress
Post by: MDX on May 15, 2005, 12:44:47 am
http://dakkadesigns.com/track1-synth-sample.mp3

Potat, track 1 is gonna need some kinda.. warpy name. Any suggestions? Its your song so yea, make it so.
Title: Re: Iji - Game/Soundtrack Progress
Post by: Smeagol on May 15, 2005, 12:48:50 am
And preferably artist name so I can tag it correctly after downloading :)
Title: Re: Iji - Game/Soundtrack Progress
Post by: Spiff on May 15, 2005, 01:22:14 am
Heh, I like the synthed version, but I also like the original version. :p Perhaps I could use both - when you fight Iosa (boss 4), you fight her in two stages. In the first, she's in a 'mech shell, but in the second part you fight her "real (http://83.227.192.48/daniel/iosa.jpg)" self, where she's unarmed, but still as dangerous. There could be a little delay when you destroy her mech, where she gets miffed and says something (like a taunt about how you're dead meat), and the synthed version of the song begins to play.

Sound good? Or not?

As for track name, if it's going to be used for Iosa, how about... "cat fight"? ;D Or maybe "One Girl Army".
Title: Re: Iji - Game/Soundtrack Progress
Post by: MDX on May 15, 2005, 01:26:05 am
im easy dude, tis your game 8)

As for the name suggestions, im gonna sleep on some ideas.. as my heads exhausted from all the beer intake.

Nite sports fans.
Title: Re: Iji - Game/Soundtrack Progress
Post by: Outboundlight on May 15, 2005, 03:30:55 am
wow that rocks! Spiff still delviers the goods :D

I think it would help if Iji waled a little faster though but other than that I love it with much love!

Also MDX if you ever want bass tracks laid down for any of the tracks you know where to find me!
Title: Re: Iji - Game/Soundtrack Progress
Post by: Spiff on May 15, 2005, 03:37:43 am
wow that rocks! Spiff still delviers the goods :D

I think it would help if Iji waled a little faster though but other than that I love it with much love!

Thanks. :) Actually, Iji runs 25% faster in the current version of the game (the demo on my homepage is a month old or so).
Title: Re: Iji - Game/Soundtrack Progress
Post by: Outboundlight on May 15, 2005, 03:42:53 am
nifty that would make it a fair deal better I would say. Also is there anyway to make it so you can shoot while jumping?
Title: Re: Iji - Game/Soundtrack Progress
Post by: Spiff on May 15, 2005, 01:04:51 pm
Sorry, but that was scrapped early on because it'd make the game too unbalanced (in Iji's favor). I had planned to make some weapons knock her self down if fired in mid-air, like the Rocket launcher, but it'd make the game too easy when fighting enemies on a higher ground than yourself because they couldn't fight back. Most of the game's combat is done when you're standing at the same height as your enemy, and all the weapons are designed with that in mind. There's no grenade launcher or similar, because it'd give you a huge advantage over enemies below you, for example. All weapon fire (more or less) straight forward. It's just the way the game is designed.

Though at first, Iji couldn't even fire while running, only when standing still, because I thought it was relatively difficult to code. :p
Title: Re: Iji - Game/Soundtrack Progress
Post by: MDX on May 15, 2005, 01:12:23 pm
*wakes up*

hmm, yea i think i might re-record that once im more awake. *laughs at demo owners while he plays special MEGA ULTRA version :P*
Title: Re: Iji - Game/Soundtrack Progress
Post by: Smeagol on May 15, 2005, 02:48:14 pm
Sorry, but that was scrapped early on because it'd make the game too unbalanced (in Iji's favor). I had planned to make some weapons knock her self down if fired in mid-air, like the Rocket launcher, but it'd make the game too easy when fighting enemies on a higher ground than yourself because they couldn't fight back. Most of the game's combat is done when you're standing at the same height as your enemy, and all the weapons are designed with that in mind. There's no grenade launcher or similar, because it'd give you a huge advantage over enemies below you, for example. All weapon fire (more or less) straight forward. It's just the way the game is designed.

Though at first, Iji couldn't even fire while running, only when standing still, because I thought it was relatively difficult to code. :p

About the same height thingy?
It doesn't seem to apply to the demo, I spent most of it on a ledge below enemies firing a rocket and then running away and crouching. Repeated throughout the whole demo and it's not too difficult even on extreme.

And putting little information disks out of reach in the demo? That's just plain EVIL.
Title: Re: Iji - Game/Soundtrack Progress
Post by: MDX on May 15, 2005, 03:16:49 pm
It seems im going to be redoing ALL the tracks.

The bitrate was set as a shit default level of 22khz in audacity so without my knowing (because my speakers are complete bollox) i have recorded a bunch of low quality tracks, i have nobby to thank for bringing this to my attention the mp3 nazi himself =)

So yeah, fuckin hell. *cries for a second* ive adjusted the setting in audacity now and remastered tracks will be up v.soon.
Title: Re: Iji - Game/Soundtrack Progress
Post by: MDX on May 15, 2005, 05:12:04 pm
http://dakkadesigns.com/synthetic-sorcery.mp3

oki i re-recorded the whole thing, improved the sound quality i HOPE.

Let me know, plus i put in some synth lead sounds. A new sound card.. i beckon for ='(
Title: Re: Iji - Game/Soundtrack Progress
Post by: Spiff on May 15, 2005, 08:28:32 pm
About the same height thingy?
It doesn't seem to apply to the demo, I spent most of it on a ledge below enemies firing a rocket and then running away and crouching. Repeated throughout the whole demo and it's not too difficult even on extreme.

And putting little information disks out of reach in the demo? That's just plain EVIL.

Okay, roughly the same height then. :p The demo level is a pretty cramped, odd little level. You hopefully won't be given too many oppurtinities in the full game to take such cheap shots at the enemies; often the height difference will be two blocks or more, not one, or there will be a sloping floor to let the enemies chase you. And on sloping floors, whoever's standing on the lower altitude has the advantage (especially enemies with projectiles). And also there'll be a certain enemy that can jump up and down different heights, using only melee attacks.

There are no unreachable logs in the demo. I won't dispute their evilness though... see if you can reach them. ;) The one on the lower right of the level is pretty pointless though, it was supposed to be easier to reach, so try the one on the ledge to the left instead.

MDX, do you really have to redo *all* tracks? That sounds pretty tough... as for the sound quality of the new Synthetic sorcery, I think it does sound better.
Title: Re: Iji - Game/Soundtrack Progress
Post by: MDX on May 15, 2005, 08:45:24 pm
Fear not spiff, i am getting a riffmaster general in to help me out. They will be even better! It wont hold the process back btw. So be merry =D
Title: Re: Iji - Game/Soundtrack Progress
Post by: potatismos on May 15, 2005, 10:39:18 pm
Promo Song!!

ok, here's a song i've made today in gp4. it's not complete and midi sucks ass.
It does'nt sound "bossy". but you might get use for it somwhere else.
I will finish it and record it asap.
http://xthost.info/mos/game_music03.mid

got 2 other songs, might post them too sometime...

keep up the great work on the game ;)
Title: Re: Iji - Game/Soundtrack Progress
Post by: MDX on May 15, 2005, 10:47:52 pm
potat, i lucking fuck you =D

im getting andy up on tuesday, so i may send that to him and begin making the drums to it so he can riff over it. And yeah, awesome workings. Wish i could work gp4 like that. *siGh*

oh well, synth'll do =)
Title: Re: Iji - Game/Soundtrack Progress
Post by: potatismos on May 15, 2005, 10:50:36 pm
eh, me an' my bro's gonna record it this weekend so don't fking steal my songs... >:(
Title: Re: Iji - Game/Soundtrack Progress
Post by: MDX on May 15, 2005, 10:52:42 pm
eh, me an' my bro's gonna record it this weekend so don't fking steal my songs... >:(

..k :/

EDIT: actually, wait a minute, whats your problem? You coulda been far more courteous about that man. I just took it in the wrong way and that is all. Watch the attitude. I wasnt fucking stealing anything.
Title: Re: Iji - Game/Soundtrack Progress
Post by: Outboundlight on May 16, 2005, 03:19:29 am
play nice boys. Play nice while i steal BOTH your songs!

bwhahahahahahaha!
Title: Re: Iji - Game/Soundtrack Progress
Post by: potatismos on May 16, 2005, 07:39:19 am
actually, wait a minute, whats your problem? You coulda been far more courteous about that man. I just took it in the wrong way and that is all. Watch the attitude. I wasnt fucking stealing anything.

ok srry for overreacting
Title: Re: Iji - Game/Soundtrack Progress
Post by: MDX on May 16, 2005, 12:32:32 pm
Spiff, i dont believe all the tracks will need to be re-done, but itll be something ill review once ive finished the soundtrack, definetly redoing past the quag reef for obvious reasons. On other good news the rest of the soundtracks sound quality will be much better, just.. thanks nobby =)

*nobby! nobby! the-lit-tle-shit-who-likes-his-m-p-3ssss

ding ding ding ding...

nobby.. nobby!.. etc*

EDIT:

Also MDX if you ever want bass tracks laid down for any of the tracks you know where to find me!

Noted my man, Ill be putting the bass addition down for high consideration at the end, once all the tracks are done.
Title: Re: Iji - Game/Soundtrack Progress
Post by: Outboundlight on May 16, 2005, 09:48:11 pm
nifty dude...nifty.
Title: Re: Iji - Game/Soundtrack Progress
Post by: Spiff on May 18, 2005, 02:31:56 am
If the sound quality is kept high, the filesize of the game download will increase, but I hope it's not a problem for people with slow connection speeds. I could always resave the music in lower frequency (but not so low that it hurts the quality) to make a smaller version too... oh well, the game won't be ready for a long time, so no need to worry about that now. :p
Title: Re: Iji - Game/Soundtrack Progress
Post by: ПФББЧ on May 18, 2005, 04:42:54 pm
i'd rather take a bitrate drop than a fequency drop usually...
Title: Re: Iji - Game/Soundtrack Progress
Post by: sag_ich_nicht on May 20, 2005, 12:22:46 am
Sorry that i didn't post anything, but E3 is raping my time. I'll test the game once E3 is over. XD



P.S.:

OMGOMGOMG REVOLUTION PWNS</fanboy>
Title: Re: Iji - Game/Soundtrack Progress
Post by: Jack Lupino on May 20, 2005, 12:38:20 am
the game ?
i thought this was only music FOR the game ..  ;D
*i love myself stupid*
Title: Re: Iji - Game/Soundtrack Progress
Post by: MDX on May 20, 2005, 01:04:05 am
I make the music, he tests the game and says whats REALLY wrong with it, in every aspect, hes a good tester, in a good.. person.

Inside.
Title: Re: Iji - Game/Soundtrack Progress
Post by: Turtle on May 22, 2005, 07:51:03 am
I finally figured out how to reach those two "secret" logs.  People were cheering in my computer science class when I finally reached the first one :D

Anyway, now that I'm done with that little thingy, I'm looking forward to the official demo.  Don't give up, your work is awesome.
Title: Re: Iji - Game/Soundtrack Progress
Post by: Spiff on May 22, 2005, 12:46:52 pm
I finally figured out how to reach those two "secret" logs.  People were cheering in my computer science class when I finally reached the first one :D

That's... that's got to be the coolest praise any of my games have ever gotten. *sniff* :)

Don't worry, I promise to finish it. I haven't been working on Iji for the past week, but hopefully it won't be long until I stop being lazy and start working again. The "things to do" list keeps growing the more things I complete, ironically. The latest three entires on it are "complete death event", "Resonance reflection" and "smooth ducking" (able to duck and get up even if the get up/duck animations respectively have not finished playing). the Resonance detonator won't be as useless anymore when it can deflect projectiles, and it justifies the slow reload time that was necessary considering its power against weaker enemies, at no ammunition cost. Some enemies also use Resonance detonators though. ;)

As for compressing music, I'll ask for advice when that time comes, as I don't entirely know the relationship between bitrate/frequency and filesize.
Title: Re: Iji - Game/Soundtrack Progress
Post by: Smeagol on May 23, 2005, 05:33:28 pm
One of the better pieces so far IMO. Me likes much.
Title: Re: Iji - Game/Soundtrack Progress
Post by: MDX on May 24, 2005, 04:54:33 pm
REUPLOADED

Slightly improved quality, but could result in re-recording it, but that shouldt be a problem. Should see alot more work after i finish my exam on friday, summertime break of 3 months.. oops, WHAMMY! ..*cough*

Track released, courtesy of Jay n Me. (Again)

http://dakkadesigns.com/300.mp3

File will be uploaded in 10 minutes from this post.
Title: Re: Iji - Game/Soundtrack Progress
Post by: Spiff on May 24, 2005, 09:02:52 pm
Totally rockin' concept for the song, though as I've said before, I think the guitarr is a little too distorted - it sounds like the sound quality is lower than it actually is, because the guitar sounds so "grainy" and noisy. I'd prefer a guitar like in Officially Destroyed or Run. I hope it's not too late to request such a thing. Otherwise I love it, a little long intro though, maybe. :) Keep up the good work.
Title: Re: Iji - Game/Soundtrack Progress
Post by: SomethingApt on May 24, 2005, 09:15:33 pm
*commencing critical analysis*

megadokyo man... 300.mp3... sounds pretty crappy at the start (as Spiff said, guitar sounds loooooow quality). however, about half way through, gets fucking good... me likey a lot.
Title: Re: Iji - Game/Soundtrack Progress
Post by: MDX on May 24, 2005, 11:40:33 pm
yeah guys, glad you enjoy! and i totally agree with the sound quality.

Basically jays GOOD Zoom Fx Pedal is in his old house, which.. well is tough to get to right now due to housemates being absolute bastard childs. Im going to personally slay them to get it back for him. But thats where the good sound is.. we had to resort to using a cheap zoom pedal for that piece but itll be redone and sound much better, guranteed. Just getting some concepts down for now.

Officially-Destroyed and Run quality will return soon =) and past the quag reef is having a make over, in more ways than one. Plus Reopening the chronicles of quagmaria is complete, in theory, as im not releasing the badly distorted one i recorded with my bassist friend kev.

Note. Distorted bass?

Bad idea.[/b]

Thanks for the feedback guys, ill keep you posted when we get the GOOD pedal in the facinity. :)
Title: Re: Iji - Game/Soundtrack Progress
Post by: Jack Lupino on May 25, 2005, 01:15:11 am
Omg 300.mp3, ... SUCH a change omg wth omg omg omg


the change is like day and night !!

For fuck's sake.

BUT !!!  ----

Nice concept on the intro, if i may, i would like to give you some tips :

- guitar less mid and more bass *the others said that aswell*
- guitar louder at intro
- the tunes on the background at the intro could be more loudish too..
- OR you could just make the drums sound a bit softer :)

anyway i wont say anything about the rest , because i like it the way it is !! and thats great :)

gj gj gj gj

Title: Re: Iji - Game/Soundtrack Progress
Post by: PrescriptiveBarony on May 25, 2005, 03:19:22 am

Thanks for the feedback guys, ill keep you posted when we get the GOOD pedal in the facinity. :)

Facinity, you say. That's a rather useful amalgam of vacinity and facility.

At any rate, you're like my hero and have no business pumping out such quality at such a rate. Meanie.
Title: Re: Iji - Game/Soundtrack Progress
Post by: MDX on May 25, 2005, 12:06:00 pm
lol =P sorrayy.

Again, noted Rad. Cheers. lol and yes facinity is my own special word. *hugs word* touch it not, you will.
Title: Re: Iji - Game/Soundtrack Progress
Post by: Jack Lupino on May 25, 2005, 05:41:55 pm
Hey, i made this song, i posted in the guitar thread, cuz this is your thread an'all.. so feel free to check it out  ;)
Title: Re: Iji - Game/Soundtrack Progress
Post by: MDX on May 25, 2005, 08:23:24 pm
NO PLUGGING IN THE IJI THREAD

*shoots rad with shotgun*

LESSON LEARNT. FOLLOW RAD EXAMPLE. DIE.

*walks off in.. chinese warrior fashion*
Title: Re: Iji - Game/Soundtrack Progress
Post by: Jack Lupino on May 25, 2005, 08:42:53 pm
wth i didn't post the link in this thread on purpose !!

*Shoots dokyo with rocket launcher*

"I WEAR KEVLAR BITCH"
Title: Re: Iji - Game/Soundtrack Progress
Post by: MDX on May 25, 2005, 08:48:15 pm
lol..

*uses avatar as sheild, then uses guy in sig to destroy rad*

you still semi-plugged =)
Title: Re: Iji - Game/Soundtrack Progress
Post by: Spiff on May 25, 2005, 10:18:48 pm
*Slaps you both with a Velocithor V2-10* :P

By the way, I hope Potatismos doesn't take any personal offense at this, but I'd like the Iji soundtrack to be as consistent as possible. So since Megadokyo is in charge of the soundtrack, and since he's made it his big summer project, he most likely will be making all of the songs in the game. So at the time being I don't want anyone to spend lots of time making songs specifically for use in Iji, when they will probably not be used.

I just figured I'd make it official that Megadokyo will most probably make all the songs. I liked Potat's song, really, but having only one or two songs that sound different from the rest isn't what I would most want to have. So Potat, sorry I never said anything about this before, I hope it's okay. I hope you didn't make that song specifically for Iji (I never asked). If you really want to, and you know Megadokyo in person, maybe you could work together with him though. I apologize if there were any misunderstandings about this.
Title: Re: Iji - Game/Soundtrack Progress
Post by: SomethingApt on May 26, 2005, 12:02:01 am
oh damn...

/me deletes the song he'd spent the past 7 & 1/2 days composing...
Title: Re: Iji - Game/Soundtrack Progress
Post by: Jack Lupino on May 28, 2005, 02:30:31 pm
oh damn...

/me deletes the song he'd spent the past 7 & 1/2 days composing...

Lol, that happens with me too a lot of times...

like one moment you're totally in it,

and a moment later , you go "man this sucks."
Title: Re: Iji - Game/Soundtrack Progress
Post by: SomethingApt on May 28, 2005, 03:43:27 pm
lol, actually i was joking... but, yeah.... totally....
Title: Re: Iji - Game/Soundtrack Progress
Post by: Outboundlight on May 28, 2005, 05:55:42 pm
lol when that happenms to me its cuz cakewalk has crashed my cappy PC
Title: Re: Iji - Game/Soundtrack Progress
Post by: Jack Lupino on May 28, 2005, 10:04:42 pm
lol, actually i was joking... but, yeah.... totally....

Then why the fuck did you say it ?

bitch
Title: Re: Iji - Game/Soundtrack Progress
Post by: Smeagol on May 28, 2005, 10:14:06 pm
To confuse your poor little inept mind?
Title: Re: Iji - Game/Soundtrack Progress
Post by: Outboundlight on May 29, 2005, 04:11:35 am
"confusion is not an ignoble state"

ULTIMATE points for recognising THAT quote
Title: Re: Iji - Game/Soundtrack Progress
Post by: Spiff on May 29, 2005, 09:33:16 am
Well, Google found this (http://www.uni-tuebingen.de/uni/nes/taitg/translate.htm). :p And what about Ultimate points? Are they points that Ultimate (http://83.227.192.48/um/char/ultimate.jpg) hands out?

I'm slowly getting back to work on Iji again. I've fixed up all the sprites a little, and made Iji's movement easier to handle - she can rise when not fully ducked, and duck when not fully risen. When she gets knocked down and hits the floor, she can also stand up before her "hitting the floor" animation has finished. I'm also thinking of letting her move while ducking, but only very slowly. You can now also scroll the text in text messges with the Kick, Fire and Use keys, and you can abort a cracking attempt before the actual nodes appear (to check the security of an object). The shotgun and Machinegun also have added effects, so it's easier to tell where they hit, and Iji can also Use objects that she stands "inside of", so she doesn't have to touch them with her outstretched hand.
Title: Re: Iji - Game/Soundtrack Progress
Post by: Outboundlight on May 30, 2005, 04:20:53 pm
ULTIMATE points go to spiff!

damnit, i should make a thread for all the points I give out for quote recognition...
Title: Re: Iji - Game/Soundtrack Progress
Post by: Jack Lupino on May 30, 2005, 07:08:41 pm
whasup witgh j00 and UL1M4T3
Title: Re: Iji - Game/Soundtrack Progress
Post by: Outboundlight on May 31, 2005, 08:44:00 pm
good question, maybe I'll start a thread about that too.
Title: Re: Iji - Game/Soundtrack Progress
Post by: chompy on June 01, 2005, 03:21:23 am
I will fully back this motion.
Title: Re: Iji - Game/Soundtrack Progress
Post by: Outboundlight on June 01, 2005, 08:32:18 pm
as you may have noticed by now: i'm not going to start the threads.
Title: Re: Iji - Game/Soundtrack Progress
Post by: Spiff on June 02, 2005, 12:17:09 am
Well, please don't send this thread too far off-topic at least. :) Otherwise mine and Megadokyo's various announcments/comments on the soundtrack/game will drown among the other posts. :P
Title: Re: Iji - Game/Soundtrack Progress
Post by: Smeagol on June 02, 2005, 12:18:23 am
Throw them a lifebuoy then!

Where has MDX been recently? Forum seems quieter, I'm assuming his non-appearance is the reason.
Title: Re: Iji - Game/Soundtrack Progress
Post by: MDX on June 02, 2005, 01:08:32 pm
well noticed, i haven't been on the forum as much, been doing more offline activities, making music and ideas.. some of my very favourite ideas actually. But yes, nay blatherage.

PJ go to the kings head tonite for kevs end of year gig. Its gonna r0ck your skin off.

All of it.

................ your full stops returned btw.

Also: playing Jedi Knights 3, quite addictive, if anybody else plays and wants to r0ck lemme know, i love this thing! *wawmp*
Title: Re: Iji - Game/Soundtrack Progress
Post by: Smeagol on June 02, 2005, 01:25:15 pm
Also: playing Jedi Knights 3, quite addictive, if anybody else plays and wants to r0ck lemme know, i love this thing! *wawmp*

Sure, if I can find the CD again. And maybe after I win it for the third time on Jedi Master.
Title: Re: Iji - Game/Soundtrack Progress
Post by: Outboundlight on June 03, 2005, 01:40:48 am
went to see Sin City instead: it rocked all of my skin off...twice
Title: Re: Iji - Game/Soundtrack Progress
Post by: SomethingApt on June 03, 2005, 01:09:45 pm
Sin City was fucking quality.
Title: Re: Iji - Game/Soundtrack Progress
Post by: MDX on July 31, 2005, 10:00:19 pm
Ill be honest.


Lately my attention hasnt been on the soundtrack, trying to get a hold of guitarists to help me has been, 2 people imparticular, Jay and Andy. I'm not looking for offers of other persons services, though its appreciated =)

Anyway, nothing new really.. well yeah stuff new, being worked on, but i figured i'd let you guys hear some of the new sounds i've been tweaking in the last short while. This is my newer Synth Lead sound, don't know if it's the best way to showcase it, but you'll hear more of it throughout the soundtracks progression. Just rocking to a typical power metal drum beat, the drum tracks will not all take this similar form =) As i do want alot of variation in the outcomes of each and every track. This is all me, alas, no guitars, but there is a fine piece on my pc of me and andy doing solo battles, and theyre good solos, godamnit theyre good, thanks to andy that is, he taught me a new way of laying down a solo.

Am i the last to know about this setting solos up in phases? It is still all improv, but its improv in burst fire, and comes out as a full solo at the end, quite spectacular works imo, the best, anyway, the material being cooked up which you arent going to hear, will please those who liked the original stuff, especially 3 cans later and officially destroyed, hell run aswell.. past the quag is gonna be redone i reckon, bit more direction it.

Another thing i wanted to talk about with you guys, could you throw me serious song names or name ideas, it'll be.. inspirational for me to work on ideas? =) lol but yeah, just to keep you kippers active with something fun to do, aren't i fucking kind.

Yes, i fucking am.

http://dakkadesigns.com/harmonising-prac.mp3

YES, its repetitive, but its not a full on song, just a repeated idea, though the note following of the voxxy synth in the background makes it more bearable, and the level volumed improv near the end is nice enough too i guess. Probably the end of one of the newer pieces coming out.. mainly made it for .. well check out the name for why =) first time layering over synth lead :O feedback appreciated i guess.


Megadokyo.

EDIT: I'll use one of the song ideas that's simply the best, and once the entire soundtrack is done.. maybe ill let you choose which one gets the name, or.. maybe i wont.

dick.


 :-*

99th post in this thread, somebody do me a favour and make the 100th one worth reading? AND RELATED. This is a thread i can't tolerate sidetracking in, if i did, .. i'd have to shoot this cute polar bear in the head, who seats himself beisde me, hello polar bear.. hello shotgun.. O_O
Title: Re: Iji - Game/Soundtrack Progress
Post by: Spiff on August 01, 2005, 03:21:32 am
Well, I'll be honest too. I haven't worked on Iji since... let's see... since I tweaked all the sprites even further. I got sidetracked with my puzzle game (Castle of Elite) and haven't returned to Iji yet. I suppose there was a charm in working on a game where the engine wasn't so massive I kept forgetting variable names, much less what certain scripts actually do. I'll have to get into Iji again, I have so many ideas for it, in particular the Komato Assassins who will kick your butts with local teleportation devices, laser daggers, dual Plasma Cannons and the reflexes to dodge instant-hit weaponry. :p

When the puzzle game is completely done, I decided to choose between Ultimortal (my comic) or Iji. I'll be moving to a new town in three weeks, to study at a new university (I'm in the computer game development education now :)) and I probably won't even have internet access for a while. But, I'm more interested in working on Iji than the comic at the moment.

That's a nice tune MDX. :) It's a bit different than the early songs. But, I think you shouldn't be too hasty with the "real" music until I've worked some more on the game. And if you want song names, I could pick a few ideas from the game itself, like titles, level names and stuff... like:
One girl army
Glory
Cyborg soldier
Suppression
Interception
Backstab
Fear
Unstoppable
Beast

That reminds me, MDX. I'll send a copy sometime of the entire script for the game including cutscenes (but excluding most of the text logs) so you'll get an idea of what it's like.
Title: Re: Iji - Game/Soundtrack Progress
Post by: MDX on August 05, 2005, 03:19:14 am
Thanks spiff, that tune wasn't much to listen to, but glad you enjoyed it, youll be hearing much more fuller workings as soon as my course begins, i need to get a hold of jay, he's living with a girlfriend at the moment and its impossible to get a hold of him, damn horny guitarists! =P

but yes, www.myspace.com/aegeanaroth has a new track on it, nothing mindblowing, Cosmic Architects is its name, i guess ill get your opinion on it Spiff, though i would appreciate more opinions from people, oh well, fair enuff. Constructive Criticism is appreciated, only to the point where you don't offend =) Thats a general comment folks, so bring it on.

r0ck.. hard?
Title: Re: Iji - Game/Soundtrack Progress
Post by: PrescriptiveBarony on August 05, 2005, 09:57:45 am
Stop being good.

It hurts..
Title: Re: Iji - Game/Soundtrack Progress
Post by: Spiff on August 05, 2005, 01:25:45 pm
It that a song for your band, or one for Iji? Because I need it. :p :) I guess the only critiscism is the sound quality, but since it's just a short clip I guess you have a better version (or can record one).
Title: Re: Iji - Game/Soundtrack Progress
Post by: Xeero on August 05, 2005, 02:29:09 pm
MegaTokyo, let me download that shit on your MySpace or else.  Or else what?  Exactly.

It rocks, let me put it on my mp3 player dammit >:|
Title: Re: Iji - Game/Soundtrack Progress
Post by: MDX on August 05, 2005, 03:38:14 pm
It that a song for your band, or one for Iji? Because I need it. :p :) I guess the only critiscism is the sound quality, but since it's just a short clip I guess you have a better version (or can record one).

Yeah the sound quality is drab, i need to get up to Andys to record it all out, but im doing the entire song in rough then bringing it up so he can do the REAL guitars on it (that was crappy synth guitars, loser sound patches, had to make my own, still sucked =P)

But it was actually just part of a project of me finally creating a full and proper complicated and GOOD song on my own, so far its ok i guess, i have some ideas, but im not sure where im gonna go with Cosmic Architects yet, at all really. Hence me ending it so quickly in the preview. The drums will probably be a bit more long running, i.e. each rhythm will have its time to shine, imparticularly the cool ride one, i quite liked that one, its a bit off time, but thats audacitys fault. :@!!!!!

Andy's given moi ProTracks so gonna install that, see how it goes, send him over stuff and hopefully get something complete soon enough, i've created songs in the past, but i've never sat down and thought REALLY hard about how the song will go, i want this song to be special, so most of what you heard will be redone and made better i'd like to thing, how you like my crappy orchestra intro lol :P the sound card on this pc will not do me justice so yeah, itll have to be done at Andys house basically.

*sigh* a r0ckers day is never done.

Thanks for the feedback.
Title: Re: Iji - Game/Soundtrack Progress
Post by: Turtle on August 06, 2005, 10:30:22 am
Ah, Audacity. Sort of nice for small-scale projects, but it can be unbearable for actual songs. You'll like Pro Tracks.

Also, Cosmic Architects = w00t. Nothing really wrong with it that I can hear. Just get the high quality version recored soon ;)
Title: Re: Iji - Game/Soundtrack Progress
Post by: MDX on August 08, 2005, 01:10:24 am
Recorded this piece in the last hour, its actually the concept idea for the next part of that song, but i took it too far and just made it into a quiet forest track, ahm.. yeah ill  be remolding it to fit my ideas for the continuation of Cosmic Architects. But enjoy eitherway, just posting it here because my stuff gets drowned out in the "my own projects" thread =)

http://paul-holland.com/Concept-part3.mp3

It'll be up in.. soon time. *uploads*
Title: Re: Iji - Game/Soundtrack Progress
Post by: Spiff on August 09, 2005, 09:25:12 pm
I think I've decided... I'll go back to Iji, and actually work has already been slowly resuming. I'm writing logbooks, coding a simple elevator system (the game world would be boring without it), continuing to plan the game world, and I just finished planning a "sidequest" of sorts. I won't give it away, but it's pretty cruel... unless you beat the sidequest, at which point you won't get any real reward, except for knowing much later that you saved someone's life instead of killing him. I do what I can do make the game world feel "whole", and that you affect it more than probably any other individual on the planet. The aliens also know this.

While I'm giddy to come up with new ideas, I keep my goals realistic. I won't expand the core gameplay much further or at all from the current alpha version (which is sleeker than the old, public demo many of you played). I'll add the elevators, but that's pretty much it. Then it's on to the levels, enemies and other "lesser" stuff, plus the logbooks. I wonder, if I work hard enough and really concentrate this time, maybe I can finish it before 2006? That'd totally rule. :)

Concept-part3.mp3: I really like this, it's beautiful. :) It's calm but has a serious tone. Great work! Oh, and I can't stop listening to "House of mirrors". Freakin' brilliant. :o
Title: Re: Iji - Game/Soundtrack Progress
Post by: MDX on August 10, 2005, 12:02:15 am
Thank you KemoSabi.

I made Concept-Part3 ( i.e. Celestial Architects part 2 only extended/improved) for the mountain trip, just for the mourne mountain power feel, VisionThing was up with me, i have no pics of us r0cking, im a fool.
Title: Re: Iji - Game/Soundtrack Progress
Post by: Outboundlight on August 10, 2005, 09:01:10 pm
bwahaha that was awesome, who owned that camera that I took the ultimate rockstar pic of you completely by accident with?
Title: Re: Iji - Game/Soundtrack Progress
Post by: MDX on August 11, 2005, 01:16:28 am
LOL that was my camera, i have the picture.. i shall upload..

(uploads........... each dot represents 30 seconds gotomyspaceforfadetoblackcoverpreviewdownload *gasp*)

http://i5.photobucket.com/albums/y200/aeganskyes/000_2302.jpg

I look wrong in it, my face aint THAT long.. but oh well.. long faced rockstar, i dont mind, as long as its only in photos :)
Title: Re: Iji - Game/Soundtrack Progress
Post by: Spiff on August 11, 2005, 02:51:24 am
That's like... the ultimate r0ckstar. You can almost hear that "sheeen!" sound effect coming from the lens flare on the sunglasses.
Title: Re: Iji - Game/Soundtrack Progress
Post by: Smeagol on August 11, 2005, 02:55:22 am
MDX- Part horse
Title: Re: Iji - Game/Soundtrack Progress
Post by: Turtle on August 11, 2005, 05:47:10 am
I like the ear-thing.
Title: Re: Iji - Game/Soundtrack Progress
Post by: MDX on August 11, 2005, 11:39:38 am
MDX- Part horse

LOL

took a few reads and glances to my face to get that, but +50. Good show, hell another +100.

+150 overall.

Lol yes spiff, it would seem i may just be the ULTIMATE rockstar of this century. Fear me r0ckstarability, and thanks turtle, it was a quick buy on the way down to the mourne mountains, my black one fell out and fell apart =( D:
Title: Re: Iji - Game/Soundtrack Progress
Post by: sag_ich_nicht on August 12, 2005, 11:48:36 am
Hey everyone, I'm back once again. I just had no time to come by or test Iji. SORRY. Life is evil. :-\ Anything i missed?
Title: Re: Iji - Game/Soundtrack Progress
Post by: Outboundlight on August 13, 2005, 01:12:56 am
That's like... the ultimate r0ckstar. You can almost hear that "sheeen!" sound effect coming from the lens flare on the sunglasses.

I took it completely by accident by just flinging the camera in his general direction and pressing the button!
Title: Re: Iji - Game/Soundtrack Progress
Post by: MDX on August 15, 2005, 08:21:47 pm
The best photographer i ever knew, ill miss him.
Title: Re: Iji - NEW UPDATE!
Post by: MDX on September 01, 2005, 12:04:08 am
Well its not a complete track, but its basis for an in game piece, industrial rock more so.. not much to it at the moment, just one line of synth and one line of bass, and a single drum line in the background, more layering will be done in time, rightn ow, i hjave beer and cba.

AYY!

thats yay. with wrong lettering.

SMESH YESH

http://dakkadesigns.com/iji-industrial.mp3

Courtesy of myself and Kev, no feedback would be appreciated :P muhahaha

*grabs beer*
Title: Re: Iji - NEW UPDATE!
Post by: Smeagol on September 01, 2005, 12:11:31 am
Sounds like a fairly distorted Past the Quag Reef at around 20 seconds ish, which is a good thing.
Title: Re: Iji - NEW UPDATE!
Post by: MDX on September 01, 2005, 12:14:28 am
Its a concept following :) Though im not doing every track in that exact fashion. And to be honest, that track isnt following on from past the quag reef. But.. yeah :)

Past the Quag reef is being deleted btw. not getting used, so its resources are gonna be used up for stuff like this track.

EDIT: Also possibly a new outro for a track .. http://dakkadesigns.com/Riff-Outro.mp3
Title: Re: Iji - NEW UPDATE!
Post by: Smeagol on September 01, 2005, 12:18:52 am
Sounds almost like an end-of-game track.
Title: Re: Iji - NEW UPDATE!
Post by: Spiff on September 01, 2005, 10:38:36 am
Iji-industrial: I like the melody itself (definitely keep the echoing drums), but again, it's way too distorted. I'd like a cleaner sound, or it will clash with the sound effects.

Riff-Outro: I also love the melody in this one (could work for the Sector Clear screen?), but again they're too distorted. It'd be great if you could re-record these with a cleaner sound to them, and upload them again, and see if I think they fit better with the game. :)

About Iji, I've set myself a deadline: the next demo will be out before October, otherwise I will be forced to make a game called "Quack the magical prairie schnitzel and the dancing sheep from hell" before resuming work on Iji.
Title: Re: Iji - NEW UPDATE!
Post by: Smeagol on September 01, 2005, 01:50:44 pm
I'm now going to have to force you to delay Iji enough to release 'Quack the magical prairie schnitzel and the dancing sheep from hell'
Title: Re: Iji - NEW UPDATE!
Post by: MDX on September 02, 2005, 02:08:06 am
Aye the distortion on the synth sound for that is a bit much.. just ideas for future work anyway, thats.. all i ever do these days *smokes monkey*

EDIT: Make that other game :P
Title: Re: Iji - NEW UPDATE!
Post by: Spiff on September 02, 2005, 10:21:51 am
Quote
Aye the distortion on the synth sound for that is a bit much.. just ideas for future work anyway, thats.. all i ever do these days *smokes monkey*
It's 9 in the morning and I'm feeling awful, but you always write something that makes me laugh. I love you guys. :)

And I may just ask you to do a song or two for the next demo. As things stand now, it'll include Sector 1. But if I can get the scanner working and draw 32 cutscene images (which is like half the total in the game), I can toss in Sector 2 as well. If you want to start coming up with ideas before playtesting the demo, just keep in mind that Sector 1 is pretty low on action, because there aren't too many enemies and you only have weak weapons. It's also set in a remote storage area with some open spaces, so echoing drums would not be a bad idea.
Title: Re: Iji - NEW UPDATE!
Post by: MDX on September 02, 2005, 12:43:40 pm
I have ideas for that already :)

ill be adjusting the synth.. later actually

EDIT: i get cookies now dont i? :P
Title: Re: Iji - NEW UPDATE!
Post by: Spiff on September 02, 2005, 05:26:45 pm
Yes you do. *A truck pulls up to MDX's lawn and dumps a year's supply of his favourite flavored cookies* :D
Title: Re: Iji - NEW UPDATE!
Post by: MDX on September 02, 2005, 05:35:20 pm
HOWYYEAHHH!!!
Title: Re: Iji - NEW UPDATE!
Post by: Spiff on September 03, 2005, 10:19:55 pm
Today I've worked like a loon on Iji. I scetched the first Sector on paper and built it in the game, but I haven't added the tiles yet. Things are looking good for the October deadline. :)
Title: Re: Iji - NEW UPDATE!
Post by: Turtle on September 04, 2005, 11:53:12 am
Paper sketches do wonders. That's the only way I ever get around to actually making levels. Go go low tech!
Title: Re: Iji - NEW UPDATE!
Post by: Spiff on September 04, 2005, 02:24:28 pm
Yeah, drawing on paper is better, partly because you don't have to Alt-Tab constantly while checking the scetch. You also don't have to zoom to see details, you just take a closer look on the paper. :p I can't zoom out while building a level in Gamemaker (though I build them in the highest possible screen resolution), so it really helps to have an overview. Low tech owns.
Title: Re: Iji - NEW UPDATE!
Post by: Spiff on September 20, 2005, 12:34:33 am
A bit of an update: Sector 1 and 2 are complete. This time around, you'll fight five enemy types and wield seven weapons (if you can find and get them all). You can look forward to turrets, lifts, leveling, Special Traits*, updated graphics, tweaked AI and other stuff. One enemy type was made dumber, the low-end Tasen Scout; they have slower reaction and don't follow you as much. Good luck finding - and killing - the Tasen Elite. He has a weapon you just wish you could get in this demo. 8)

*The Special Traits are recieved when you level a single stat up to 10. It's very hard to do this in the span of only two Sectors, and can only be done on Normal difficulty due to the level cap, but the possibility is there, for the persistent "must see everything in the demo" kind of gamer.

I just need a destructible wall and some special code and graphics for one of the secrets, that's all done in a day. There's ten days left until the deadline, and I'm wondering if it's possible to pull off a cutscene or two. To make the demo "complete", I need three cutscenes, spanning 32 hand-drawn and processed images. Hm... pretty unrealistic. I wonder if the story will be relatively well conveyed in-game, without the intro cutscene. I only really need that one, but it's 16 images long. I could always try doing only that one, if I have the time.

MDX, this is your cue to produce some music in ten days time, one slower tune for Sector 1, and a more upbeat one for Sector 2, preferably without heavily distorted instruments and in good quality. That is, if you have the time for that, of course. I'll send you a pre-October demo if you want, so you can get a feel for it.
Title: Re: Iji - NEW UPDATE!
Post by: MDX on September 20, 2005, 09:58:53 am
*makes grabby hand movements* i want to touch.
Title: Re: Iji - NEW UPDATE!
Post by: Smeagol on September 20, 2005, 06:57:02 pm
Damn. Can you make the other game anyway? ;)
Title: Re: Iji - NEW UPDATE!
Post by: MDX on September 20, 2005, 08:26:15 pm
Actually good news.. my music course gives me hands on experience with a recording studio in our college, which.. is amazing.. to say the least, if i can manage it, i may indeed slam some tracks down in there.. but we'll see.

In other news, new tracks to be made ohmyohmyohmy.. ill get a hold of people who can TURN UP to the fucking house, *curses*
Title: Re: Iji - NEW UPDATE!
Post by: Spiff on September 20, 2005, 08:51:24 pm
Damn. Can you make the other game anyway? ;)

Eh, we'll see. :)

MDX: Check your PMs.
Title: Re: Iji - NEW UPDATE!
Post by: Spiff on September 24, 2005, 12:58:16 pm
Look here (http://83.227.192.48/daniel/) for some screens from the upcoming demo 2.

Once again, I'm disappointed in myself when it comes to Iji's graphics. Sure, the backgrounds and objects must have few colors to match the characters, but it's just so ugly compared to other games. There are already 180 tiles per Sector, I can't simply double that number to add more detail without sacrificing video memory, meaning less enemy types that can be loaded per Sector. I like the clean style, but I'd also like it to look more professional. I mean, just look at this (http://83.227.192.48/daniel/games/iji9.gif). Laughable.

I'm happy with the gameplay though. Except everyone will go "omgf you cant shoot while jupming and ducing", instead of wondering how broken the game's balance would be if you could.

</whine>

At least I'm proud to have come this far on a one-man project with 12'000 lines of code. The music will rock, too, that's why I'm glad I'm on this forum. 8)
Title: Re: Iji - NEW UPDATE!
Post by: Smeagol on September 24, 2005, 02:09:16 pm
http://83.227.192.48/daniel/games/iji3.gif

Is that some kind of super weapon or something? I don't know what you're complaining about, for hand-drawn graphics, for a solo project (minus muisc), it's brilliant.
Title: Re: Iji - NEW UPDATE!
Post by: Spiff on September 24, 2005, 07:46:17 pm
Oh, that's Iji, a turret, and a Tasen Soldier getting caught in an Elite's MPFB Devastator blast. You can barely see the heads of Iji and the unfortunate Soldier behind the MPFB explosion, and the turret blew up, causing the smaller red explosion.

Well, I'm just bothered that despite the kind of art and game graphics I've created up 'till now, the simplicity of Iji's backgrounds and objects seems to be several notches lower. Then again, I am a bit bored of "realistic" and fuzzy 2D graphics, like in Abuse and Alien3 on SNES, so the colorful pixel-art-like backgrounds in Iji may not be so bad...
Title: Re: Iji - NEW UPDATE!
Post by: L'homme magique on September 24, 2005, 09:41:12 pm
If Iji's graphics were any other way, I'd cry.
Title: Re: Iji - NEW UPDATE!
Post by: Torp v2.0 on September 25, 2005, 04:03:39 am
Well, I personally quite like the comic-y graphics of Iji. Another World-ish. Anyways, it's not graphics, but gameplay that counts.

And since you mentioned Abuse, may I just add my opinion of what a great game that was? I've recently (summer vacation) replayed it (though not finished it), and it's just brilliant. With a slight graphics upgrade, I'm sure it could be sold today (if it wasn't for the fact that 2d shooters aren't in vogue any more).
Title: Re: Iji - NEW UPDATE!
Post by: Spiff on September 25, 2005, 12:38:14 pm
When we first got the Abuse demo many years ago, it was awesome. I must've played through it fifty times in total. I later got the full version, but I don't remember if the demo also had the level editor... in any case, I quickly learnt the basics of the editor, though it took ages placing backgrounds and scenery. Great game, and definitely one of the inspirations for Iji (along with SS2 and Another World).

Anyway, yes, the gameplay is the most important factor. I like it myself, as I've spent a year playing it while making it, but I can imagine it will be hard for others to grasp, even with the tutorial in the beginning. That's why I'm making this demo, to see what people think of it. I think it'd also be a very good idea to let some friends play the game while I stand beside them, see how they play and look at their reactions.

There's also a reason I don't throw in graphical effects like scaling, rotating and transperancy, and why I do this in Gamemaker 5 instead of GM6 - the system requirements for this game is an 800 Mhz with 16 Mb video memory, which is about half of most GM6 games, and about one quarter of GM6 games filled with such special effects. I'm aiming for people who don't have "modern" computers, I dislike GM6 for being so obscurely resource-hungry (I mean, my computer can play Quake 3 at 30 FPS, but not a simple GM6 platformer without lagging). I'm developing Iji on a very low-end machine to make sure I don't exceed the requirements and fill the video memory.
Title: Re: Iji - NEW UPDATE!
Post by: Smeagol on September 25, 2005, 02:31:20 pm
Another World was brilliant...once we figured out you could kick those little scorpion things on the ground of the first level. The button-mashing section near the end of the game was also fun.
Title: Re: Iji - NEW UPDATE!
Post by: Spiff on October 02, 2005, 03:07:45 pm
<_<

>_>

No-one's noticed that the October demo isn't out yet?

Seriously though, I'm just waiting for MDX to send me the music. I'm making some last-minute updates today, eventhough I'm a bit disappointed with this demo, as it's rather boring compared to what the full game will be like. Oh well, I think you've heard me whine about that before. :p
Title: Re: Iji - NEW UPDATE!
Post by: MDX on October 02, 2005, 06:23:59 pm
Gonna upload the music now..

PMing you the links Spiff, let you hear it first, you decide what you reckon, im gonna start making the menu track after dinner, should be done by later on, sorry for the lateness.. the course is insanely demanding. Won't be so late next time, infact, early.
Title: Re: Iji - Oct Demo.. ;)
Post by: Spiff on October 03, 2005, 01:56:39 am
Ya, the demo's done, Sector 2 will have a placeholder song (Officially Destroyed again), but otherwise there are three songs in place: two in Sector 1, and one for the main menu screen. I'll upload the demo sometime tomorrow, for the one or two people who are still interested. :)

*Checks watch* I mean, sometime later today.
Title: Re: Iji - Oct Demo.. ;)
Post by: MDX on October 03, 2005, 10:04:09 am
yes.. and here are some of the songs

http://amgproperties.co.uk/orangejuice1.mp3 (sector 1 tutorial)

http://amgproperties.co.uk/vodkaandorangejuice2.mp3 (sector 1 pt.2)

http://amgproperties.co.uk/men-and-u.mp3 (menu track.. nothing special)
Title: Re: Iji - Oct Demo.. ;)
Post by: Spiff on October 03, 2005, 12:41:32 pm
By the way, should Dan and Jay also be in the credits, or should I just write that you (Chris) are in charge of the music?
Title: Re: Iji - Oct Demo.. ;)
Post by: Trezker on October 03, 2005, 01:56:03 pm
Credits must always be as long as possible, to impress people.
So put them in there.
Title: Re: Iji - Oct Demo.. ;)
Post by: MDX on October 03, 2005, 09:17:49 pm
What trez said, and dan and jay go into the credits without question, they did mega amounts of work in the tracks as i did.

Chris Geehan
Dan Byrne McCullough
Jay Stevenson
Title: Re: Iji - Oct Demo.. ;)
Post by: Smeagol on October 03, 2005, 09:34:42 pm
Damn you three and good soundtrack making skills!

Spiff: How much more do you have to do? We need the demo!
Title: Re: Iji - Oct Demo.. ;)
Post by: Spiff on October 03, 2005, 10:23:33 pm
I'm just finishing it up and doing the final tests, I wanted to post it this evening/night. :)
Title: Re: Iji - Oct Demo.. ;)
Post by: Smeagol on October 03, 2005, 10:24:54 pm
Yay ^_^ Something else to do except contest the Skiprock title with Geezus.
Title: Re: Iji - Oct Demo.. ;)
Post by: Spiff on October 03, 2005, 11:50:15 pm
Okay, here it is, Alpha demo 2 (October demo). Note that it hasn't gone through the final tests yet, but it should be bugfree. :) I just spent the last ten minutes throwing in and testing a time counter on the Sector Clear screen. :p

Iji alpha demo 2 (http://83.227.192.48/daniel/games/iji3.zip)

Iji music (http://83.227.192.48/daniel/games/iji_music.zip) (place the songs in the same directory as the game)

The music isn't necessary to run the demo, but adds a ton of feeling to the menu and Sector 1, thanks to MDX and friends. Seriously, the music rules, go get it. :) Sector 2 has a placeholder song though, the good old Officially Destroyed, but MDX will send me an updated soundtrack for this demo later. :)

Again, I don't think the first two Sectors are nything like the later ones (which have more action, better weapons and enemies), and you only get a glimpse of the story, but I hope you'll like it. See if you can find everything in this demo... it's bursting with secrets. :)

Don't be shy on the feedback. Is Iji easier to control since the first demo? Is there too much text in the tutorial (first part of Sector 1)? Does the game make sense at all?
Title: Re: Iji - Oct Demo.. ;)
Post by: Smeagol on October 04, 2005, 12:45:42 am
Big yellow thing, wth?! Brilliant game. Could do with a run key though.  Iji is easier to move around, nice work. Great PMS style moment as well

"What do you mean, I couldn't handle it?"
"Don't take everything so personally"
Title: Re: Iji - Oct Demo.. ;)
Post by: Spiff on October 04, 2005, 12:51:15 am
Big yellow thing, wth?!
What, you found the Tasen Elite already? Bring a Buster gun and alot of health. ;)

Quote
Could do with a run key though.
Well, she runs notably faster than in the previous demo. Running even faster isn't really necessary, and imbalances her to faster enemies (the only enemy that is faster than the others in this demo is the Tasen Elite).
Title: Re: Iji - Oct Demo.. ;)
Post by: Smeagol on October 04, 2005, 12:54:57 am
Yeah, maybe running around everywhere after picking up the jump power up (jump boots, I loled) was probably a bad idea. Level 9 was probably WAY too weak. Will play it for stupid amount of time on wednesday, tommorow I have to help out the drama dept. for an open evening.
Title: Re: Iji - Oct Demo.. ;)
Post by: SomethingApt on October 04, 2005, 01:03:23 am
tommorow I have to help out the drama dept. for an open evening.

bah... i had to spend my whole evening today showing random parents and kids around the school *yaaaaaaaaaawn*

back on topic... i'll check out the demo next time im in windows, i've got high hopes!!
Title: Re: Iji - Oct Demo.. ;)
Post by: Torp v2.0 on October 04, 2005, 02:07:03 am
Sweet.

I've yet to play on extreme, though. That was the difficulty you designed just for me, after I complained about how easy games were today, right?
Title: Re: Iji - Oct Demo.. ;)
Post by: Spiff on October 04, 2005, 02:53:39 am
Sweet.

I've yet to play on extreme, though. That was the difficulty you designed just for me, after I complained about how easy games were today, right?

Yeah, but it'll be more evident the later into the game you get - on Normal, the max level at the end of the game is 50, while on Extreme it's only 30. Add in Security boxes that sometimes explode when you fail to crack them, enemies that dodge projectiles/kicks more often, bosses with more health that use "super-moves" which are sometimes unstoppable (but avoidable), and a shorter cracking time. And with such a low max level, you have to prioritize your stats much better, and you'll weild fewer weapons.
Title: Re: Iji - Oct Demo.. ;)
Post by: Jack Lupino on October 04, 2005, 04:51:50 pm
w00t !!

New demo !

Awesome, ill check it out once i get home *waves in school monitor cam*
Title: Re: Iji - Oct Demo.. ;)
Post by: Torp v2.0 on October 04, 2005, 05:43:28 pm
Big yellow thing, wth?!
What, you found the Tasen Elite already? Bring a Buster gun and alot of health. ;)

Killed the Elite easily without the use of a buster gun. In fact, I was somehow hindered from going back and upgrading my weapon (The path had been blocked by a large piece of wall), so I had to kill him without it. I have to admit, it wasn't on the hardest difficulty.

And me, who'd upgraded my hack to 5 to see how the shotgun/blast-thing-gun worked.
Title: Re: Iji - Oct Demo.. ;)
Post by: Smeagol on October 04, 2005, 11:01:29 pm
Yeah, I should perhaps have priotiserd stats better. 3 in health, 3 in cracking, 2 in str and 3 in Tasen isn't really enough.
Title: Re: Iji - Oct Demo.. ;)
Post by: Spiff on October 04, 2005, 11:57:28 pm
It's a good start for a versatile character, though. Beating the optional Elite in Sector 2 either requires skill or a "tank" character, using powerful weapons and having alot of health. The Buster gun (Shotgun + Machinegun) is particularly designed to take single large enemies out, though, because it makes them stagger continuously.
Title: Re: Iji - Oct Demo.. ;)
Post by: Smeagol on October 04, 2005, 11:58:50 pm
I thought the Tasen Elite were the guys with rockets in the first place? Also the kick dodging mechanism is evil =)
Title: Re: Iji - Oct Demo.. ;)
Post by: Spiff on October 05, 2005, 01:11:00 am
The red guys are Commanders, while the single yellow enemy in Sector 2 is an Elite. In fact, it's an Elite armed with its secondary weapon setup (dual Machinegun, Spread rockets, MPFB Devastator, melee attack), making it even more powerful than a regular Elite. Some other enemies also have secondary weapon setups, like the Commander guarding the terminal that opens the medical bay, who is armed with Spread rockets. Some Soldiers also use Spread rockets, too.
Title: Re: Iji - Oct Demo.. ;)
Post by: Torp v2.0 on October 05, 2005, 01:44:08 am
I wonder - what strenght do you need to have to kick yourself through the doors on the "last" level? I know it's possible to get the right level for the hacking, but I wonder if it's possible to get both Strenght and Hack high enough to get in and not be able to pick up the weapons, as you won't have enough Tasen.

Killed the Tasen Elite on Extreme without the Buster Gun. It was a close call, but still, I did it. And I only had 6 dots of health (that is, I upgraded it twice).

Skill tip: Jump over the enemies. Discharge your gun, jump over the enemy, and give him a shotgun to his back. Repeat.

It's not possible to use this tactic agains the Elite, though, as the roof is too low.
Title: Re: Iji - Oct Demo.. ;)
Post by: L'homme magique on October 05, 2005, 01:59:50 am
I think I'll wait for the final version to come out
Title: Re: Iji - Oct Demo.. ;)
Post by: Spiff on October 05, 2005, 03:35:52 am
I wonder - what strenght do you need to have to kick yourself through the doors on the "last" level? I know it's possible to get the right level for the hacking, but I wonder if it's possible to get both Strenght and Hack high enough to get in and not be able to pick up the weapons, as you won't have enough Tasen.

No, it's not possible to get a high enough Crack and Strength at the same time to get through both doors in "Sector 3". In fact, you're only one level short. :p Just kick the second door, and it'll tell you what Strength level you need. I originally intended to let the player enter these rooms, but even without being able to pick the weapons up, you would be able to see their stat requirements by walking into them, which is sort of minor spoilers.

Repeatedly jumping over the Elite is also a bit risky, considering you don't want an MPFB or rocket in the back. If you stand close to him when the MPFB goes off, though, he'll will deal 9 HP damage to himself in the triple explosion (but Iji only takes 3 HP damage from the first projectile, because she's invincible until she stops blinking after her health has been damaged once). If you're very good, you could also crack the Elite himself (requires a Crack stat of 6), and wait until he tries firing a rocket or MPFB - since you messed up his nanotechnology, it'll blow up in his face, and since he's smart enough not to try firing it again, he'll be stuck with just the Machinegun and melee attack. If you're even luckier, the process of cracking the Elite has a chance of halving his total hit points.

Magicman: That's no fun.
Title: Re: Iji - Oct Demo.. ;)
Post by: L'homme magique on October 05, 2005, 03:59:11 am
Spiff: It's more fun for me, in the end.
Title: Re: Iji - Oct Demo.. ;)
Post by: Smeagol on October 05, 2005, 06:58:47 pm
Skill tip: Jump over the enemies. Discharge your gun, jump over the enemy, and give him a shotgun to his back. Repeat.

It's not possible to use this tactic agains the Elite, though, as the roof is too low.

I spent most of the game ducking behind stuff, running away if it was destroyed. If that happened, then I'd drop down a level, and wait for them to turn around, shoot, drop, repeat.
Title: Re: Iji - Oct Demo.. ;)
Post by: Torp v2.0 on October 05, 2005, 09:18:41 pm
Well, I really think you should allow for that small spoiler, if somebody actually go through without upgrading anything but crack and strenght.
Title: Re: Iji - Oct Demo.. ;)
Post by: Smeagol on October 05, 2005, 09:23:44 pm
Buster gun is overpowered in the demo. Machine is underpowered. Very fun though. I'll need to play through it again without missing out on some of the secrets.
Title: Re: Iji - Oct Demo.. ;)
Post by: MDX on October 05, 2005, 09:39:38 pm
Aye just realised some fuck ups in vodka and orange juicce.. gona post a link to the fresh song.. you might not notice but yeah
Title: Re: Iji - Oct Demo.. ;)
Post by: Spiff on October 05, 2005, 10:24:32 pm
Actually, the Machinegun is more ammunition efficient. It deals 100 armor damage per ammo unit, while the Buster gun deals only 72 (if all pellets hit). Notice how rapidly it eats your Machinegun ammo supply, though obviously, it's better for situations where you need to deal damage fast.

So, anyone gotten up to that tiny alcove with various ammunition near the start of Sector 2? Still waiting for someone to discover and crack the "alien counting machine", too. :P
Title: Re: Iji - Oct Demo.. ;)
Post by: Smeagol on October 05, 2005, 10:42:14 pm
That sounds like a challenge!
Title: Re: Iji - Oct Demo.. ;)
Post by: MashedByMachines on October 05, 2005, 10:43:16 pm
for me, the sounds is crappy, and lags
Title: Re: Iji - Oct Demo.. ;)
Post by: MDX on October 05, 2005, 11:06:46 pm
Sucks for you =)

edit: http://amgproperties.co.uk/vodka-and-orange-juice-3.mp3 Took out some sounds.. my pc is falling apart, so the recordings went in out of sync.. ill be getting a new one soon hopefully though.
Title: Re: Iji - Oct Demo.. ;)
Post by: Spiff on October 11, 2005, 12:32:15 am
The demo's been slightly updated... here's the new stuff:

-The tutorial texts have been cut down in size by one third, snipping a whole lot of junk while retaining the information. Thus, their language is more short and to the point, rather than verbose.
-The messages and chats are color-coded. Green for Iji, orange for Dan, blue for Tasen, grey for neutral (acquiring Special traits and getting a combined Nanoweapon).
-Pausing the game no longer causes massive slowdown when you return. :p
-There are exit signs at the end of the Sectors, notifying you that you're about to leave.
-You can now clearly see the Elite from the ledge above, so you may hesitate to face him. I thought the rather secure door you need to bypass, and all the health to collect in there before jumping down the ledge, was deterring enough. :p
-I added how to change to an upgraded weapon, e.g. the Buster gun, to the manual (in case you miss it when getting it).
Title: Re: Iji - Oct Demo.. ;)
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Title: Re: Iji - Oct Demo.. ;)
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Title: Re: Iji - Oct Demo.. ;)
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Title: Re: Iji - Oct Demo.. ;)
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Title: Re: Iji - Oct Demo.. ;)
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Title: Re: Iji - Oct Demo.. ;)
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