One of the problems as a hobby Developer is in-game-music. This is a tough nut to crack for any developer. A properÂ musician will cost you a lot of money. LuckilyÂ there are some solutions to this problem.Â Generative music is one good example. Recently some good tools have been made available. One of them is Ujam. It’s amazing to see how quickly you can make a decent sounding beat or melody. It convertsÂ you voice intoÂ a melody and after that you can choose an arrangement based on music style. It’s made completely in flash, so won’t work on iOS devices. I have also tried Noatikl2 and Mixtikl but they areÂ too hard to use and have a steep learning curve, and I have some moreÂ things to do. For an adventure it has to sound decent enough.The most important thing is that it should not distractÂ orÂ annoy the player. Another possibility making music is whistling the tune, converting it to midi and make it into a song in Garageband. Here a list of commercialÂ tools that can do such a thing : Ableton Live 9 Melodyne (better and much cheaper than ableton) Free tools Whistlemagic (can’t provide a good link, windows only) iOS tools (all Paid, but not) Magic Stave Midi One tools fits in both categories and it’s my favorite (for the moment). Casio Chordana Composer is absolutely fabulous. It used a short melody (keyboard,whistle or voice) as seed and generates aÂ song after you have chosen an arrangement and music style. The best thing is that it doesn’t sound like it’s generated at all! The following music wasÂ generated with Chordana, played and recorded this midi file with Roland’s iOS Sound Canvas (it’s quite an expense app but worth it). Well enjoy the music…
It is fun to see how I thought about asset creation before I started. Â I made a lot of stuff with 3D Studio Max and Blender for earlier games. A lot of the assets for Blooneycounter were made with the help of Blender. So it was logical to make some of the stuff with those tools.Â I knew that animations wereÂ hard to do and I though I could make a pixelartsy look with the right shaders. I never made any animations so I didn’t know how to do that. I made a character that had a good bone setup with theÂ MakeHuman tool. This is completely free and you can tweak the model before exporting. I picked up some nice walking animations from Carnegie Mellon University site. And after some time you have a walking figure. Exporting the frames gave the following animated character: The good thing about modeling is that you can render it from any angle for free : But the thing is…. It looks crap… And even how I tried my best. It looks darkish, awkward and everybody knows it was a 3D model. So I decided to ditch the Blender way of doing stuff, and decided to hand animate frame by frame. And although making frames this way is sometimes time-consuming, it looks bright, nice and pixelated. Above animations are rendered at 60FPS… way to much for pixel art. Usually any animation has about 9 frames. My characters are 70×150 and it’s very doable. I bought character animation fundamentals to help me understand posing and acting characters My animations are improving steadily and I love how it looks. I created a falling animation in less thanÂ 4 hours, and that’s okay. I plan to make about 20 animations for the first level. I already created about 12, so still 8Â to go. These are the ones left (for the first level): Putting up glasses Throwing a flashing grenade Dog animation Hand animations (no spoilers) Reach high animation Reach low animation Sit and eat animation Vaporize animation
Any adventure game would be boring without any believable animation. This takes some time though, but with the help of some excellent tools it’s doable. I create my animation frames with Gimp (and a layers export plugin found here) and refine and play the animation with Asesprite. I add the frames to Texture packerÂ and it’s ready to putÂ it to use in the game. Well let’s stop talking and show some videoÂ of picking up a hammer for example….! Picking up animation from franzzle on Vimeo. Off course this is only picking up from the floor. Imagine the list : Picking up as seen from behind on the floor Picking up as seen fromÂ the frontÂ on the floor Picking up as seen from behind from high places Picking up as seen from behind from mid height places etc… Luckily… some of the mid height animations can also be put to use as push button animations.
Every year we play a presents game with Christmas. The game goes like this: Throw a dice. The rolled diceÂ number means a specific action should be made, like pickup a present, open present etc. The second round will make the actions more diverse, like ‘trade the present with your neighbor’. But as you will all have experienced one way or the other, the dices get lost. There is some cheating etc.. Â So the game I created is a “wheel of fortune” kinda game. All the actions are represented as slices of the wheel…Â It’s better to show you a vid of the resulting game I guess.