What's up, RMers? - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Games Development (https://www.save-point.org/forum-4.html) +--- Forum: Development Discussion (https://www.save-point.org/forum-17.html) +--- Thread: What's up, RMers? (/thread-395.html) Pages:
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RE: What's up, RMers? - Kain Nobel - 04-17-2012 Recording could be fun if everything was working correctly and I knew what I was doing already, but I've been trying to do some guitar stuff and its not turning out right yet. My best friend said that he "so wants to come over and hang out" so we can take turns playing guitar while the other controls the computer aspect of things. Should be a fun time, the blind leading the blind and all >.> Most of what I'm having trouble with is a bunch of retarded little things, such as...
Nevertheless, I will prevail! I'm realizing too that I might have to purchase Reaper on her mom's computer because trying to record in our personal bedroom, well... not the best place for my homie and I to work on music. Her mom's computer is in the "family room," I'm about to kick everybody out and turn it into my rock 'n roll hall of recording. RE: What's up, RMers? - Kain Nobel - 04-20-2012 I've really got the hang of things now (with Reaper) ! I like it, this program helps me really reinforce what I'm trying to play. I've got about 5 or so tracks started, and they're all something I'm going to work on improving and expanding. In one track, I had a whole intro -> riff done, but once I got the basic sloppy version down, I went and re-recorded it about 9 times until every last note was perfect, so now I have approx 1 minute 16 seconds of pro sounding stuff \m/ Anyways, yeah... music has been heavy on my mind lately @_@ I digress, I did some game tracks too Rollin' City Heights Rollin' City Heights This is another one of those "you're in a big gang infested city" tracks, I'll probably make a few more like it but by then you'll be like "give me a break" lol. I lost my f-ing mind and went a little dub-step in this one, so look forward to a little wubawubawubawuba. Lurking Beneath The Surface Lurking Beneath The Surface We all live in a yellow subm- oh... These are dangerous waters and this is a dangerous mix, things are a little rough, ARRRRG ME MATEY! If its not underwater pirates you're worried about, legend has it that a dangerous monster lives in these parts, and its going to take a little more elbow grease than just firing nuclear torpedoes to stop it from killing you. Anyways, going to bed! See everybody in a couple of days :D RE: What's up, RMers? - MetalRenard - 04-20-2012 It's ok Kain, I've spent literally thousands of hours to learn all the stuff I know now, and I'm still learning every day. Just post in that thread of yours if you need any questions answered. Keep it up buddy. m/ RE: What's up, RMers? - AGAFURO - 04-20-2012 Re-balancing battles and going through dialouges, trying to spot potential errors etc. Also trying to come up with a funny way to end the demo I'm making. RE: What's up, RMers? - MetalRenard - 04-20-2012 Writing some guitar driven heavy rock, more in the style of Alice In Chains than Scorpions, though heavier than both put together. Lovely. RE: What's up, RMers? - KasperKalamity - 04-21-2012 Somebody help me make math: i decided that i want to have three tiers of endings for my game, posiive, negative, and neutral. for the smaller character arcs, i want to have the same three tiers for each of my six characters that come and go throughout the main story. so that gives me (6*3)^3=54 slides. if i do this, it will be similar to the endings of the two recent fallout games, where you get the individual character's endings, based on their reactions to the end of the game through the lense of their partner quest outcomes. if i plan on 53 reactions to any one of the three endings, how many combinations are possible? i can't math this, and i'm really curious as to how over my head this idea is. edit: found a permutation calculator, it told me 720, is that correct? it seems really high to me. RE: What's up, RMers? - Charlie Fleed - 04-21-2012 I would help but I really don't understand the terms of your problem. Let's start over. You have 6 characters... then? RE: What's up, RMers? - AGAFURO - 04-21-2012 I might be totally off here, but... basically you got 6 characters and they all can have 3 different reactions, right? The possibilities are actually quite many. If you start off with 3 characters: Kyle: Positive, Negative, Neutral Alex: Positive, Negative, Neutral Celes: Positive, Negative, Neutral ...then you get a total of 27 possibilities. However, each time you add another character, 3 times as many new possibilities become available, so the numbers increase very quickly for each additional character. It goes from 27 to 81 at 4 characters, then from 81 to 243 at 5... ultimately resulting in 729 possible outcomes at 6 characters. Luckily, this still only mean you need to make a total of 18 different scenes if you make one for each reaction, since there are only 18 "reactions" in total. It's the endless possibilities to combine these reactions in different ways that result in such high numbers, but you don't actually have to care much about that unless you want to make a completely unique ending for each possibility. As long as each reaction just triggers a certain scene, this is 100% doable. RE: What's up, RMers? - KasperKalamity - 04-21-2012 729 permutations sounds right. now i can put that on the box when it's done, like those old snes games that had 4000 'different' games, but they were all tetris. i just want to have different switches during the character's arcs activate different endings for them based on which of the three 'main' endings are unlocked. so i'll have certain choices the player can make that will determine a positive, negative, or neutral reaction to whichever ending they unlock for each of the 6 characters. RE: What's up, RMers? - Charlie Fleed - 04-21-2012 okay, but, for heaven's sake, don't put 729 different endings on the box!! :) |