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About krstefan42

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  1. People would be better able to help if you linked to the paper and told us what you're trying to achieve, and what the problem is.
  2. Hey there. I'm looking for a free software where I can put together tracks with a sequencer- don't really care about recording and mixing live audio. I have no real experience with digital music production, but I don't mind a learning curve either. VST support is pretty much a must. The amount of options is pretty overwhelming...   I tried the demo of Reaper, I wasn't a huge fan of the MIDI editor. And being paid software, it isn't the best option for me right now.   On that note, where can I look for decent free instrument samples and VSTi's? Particularly orchestral, choir, and percussive? There aren't many free VST instruments that I could find. Lots of mp3 samples, but I don't think those will be of much use if I want somewhat convincing instrument dynamics.
  3. krstefan42

    Outerra OpenGL benchmarks

    The tests had worked fine for me before, but after updating to the newest Nvidia drivers all the tests are failing.
  4. krstefan42

    Fantasy RPG Story/Lore - feeback+suggestions

    I just mean the technology is mostly primitive, there are moderately sized towns made out of stone, brick and wood. But it's not stylized after medieval Europe, nor is it rooted in European mythology. I haven't entirely pinned down the stylistic direction yet. I wrote that without even even realize it was cliche, LOL. I always begin my plot ideas with something getting stolen, someone close to the protagonist getting killed or kidnapped, etc. But I guess I need to broaden my mind.   I guess the target audience is older teens and adults, because I want to make the mechanics fairly complicated. You think the story's appeal (if we can call it that) skews young due to the cliches? I don't want to create something filled with ham-fisted cliches, but I do want it to have more of a JRPG feel to it, because that style appeals to me.    None of my ideas are set in stone, I can throw it all out and start fresh if need be. But coming up with something truly creative and interesting is a challenge.
  5. Here are some ideas I've been cooking up for a fantasy RPG-style story. The game won't be an RPG exactly, but the story is heavily in the vein of RPGs and maybe JRPGs in particular. The setting is more of a classic RPG setting - not medieval, but few or no modern, futuristic, or steampunk elements.   The main character is Sian (all names are placeholders), a ~17yo boy who lives with his father and 21yo brother in a small town in the kingdom of Shorum. Sian and his father farm a small plot of land, while his brother is training to become a soldier so is away at the training academy for much of the year. Glen is Sian's best friend since childhood and lives in the same town along with his father, Ganly.   Ganly is an older adventurer and war veteran who tells tales of his exploits, but seems to harbor some secrets. He's made some mistakes in his past and made a few enemies. He's the owner of a magical sword with fire-based powers, but he shares this fact only with a few individuals to avoid attracting the attention of power-seeking individuals who want it for themselves. He's deeply racist against the Western Veksha people, mostly due to his bad experiences with them. He's bitter enemies and rivals with a prolific Western Veksha warrior.   The catalyst for the adventure occurs when the town is attacked by Gwelds, a vicious race of beasts that eat people and leave towns in ruins. Ganly goes to find his magic sword, which he put away in his basement, but finds it's been stolen. In the conflict, Sian's brother dies trying to save Sian. When all seems lost, a Western Veksha appears out of nowhere to join the fight and severely injures the Gweld that's commanding the horde, triggering a retreat. After the battle, the Veksha is greeted with distrust by the townspeople, and by Ganly in particular, which causes some tension between him and Sian. Sian loses a bit of respect for Ganly, who in turn warns Sian that his naivete will bite him in the ass someday. The Veksha soon departs without a word.   Ganly leaves town to look for his lost sword and won't tell anyone exactly where he plans to look. In the meantime, Sian finds out that his father's wounds from the battle have become infected, and he will likely die without a remedy. Someone needs to go to the next town over to get the remedy, and as no one else will go under the circumstances, Sian sneaks out of town to get it, against his father's wishes. His friend Glen figures out his plan and insists on going with him, despite Sian's protests. They make it to the town without any run-ins with Gwelds, and get the remedy. As they leave the town they bump into Ganly, who's furious with them for leaving town alone in such dangerous times, but somewhat understanding once they explain the situation. As Ganly escorts them back to their hometown, they're confronted by the Gweld commander from the earlier attack, his injuries seemingly healed overnight. He offers to let them live if they can give him any information on the Veksha that hurt him. To kill two birds with one stone, Ganly offers the name and hometown of the Veksha who is his personal enemy and has done terrible things (not the same Veksha as the one who saved the town, although I could do it that way too).   On their journey back ,the trio hears screams from a nearby village and rush to their aid. They're under attack by Gwelds, although less powerful and numerous than the ones that attacked their hometown.   I'm too tired to continue. I'll post more tomorrow about some of the characters, the world and lore, and the rest of the plot. But feedback is welcome.
  6. Platform games with no lives often tend to break up the game into small, bite-sized chunks of action that require extremely precise execution. Platform games with lives tend to have longer levels that not only test the player's coordination, but also their endurance, and their ability to react to unforseen situations. In games with lives, your performance in one section can have a big impact on the next section- if you burn up most of your lives in the first level of the world, then you'll be walking on eggshells for the rest of the world. In games with no lives, each section is totally independent. Games with lives can feel more coherent, and have a more high-stakes feel due to the possibility of getting sent back a ways if you lose all your lives.   I prefer my platformers to have lives!
  7. Hey, everyone. My first post here. I want to make a fantasy action-adventure game, but I don't have enough of a developed concept yet. I know I want to make something fairly similar to the Zelda series, but with more of an emphasis on exploration, a deeper and more challenging combat system, and a Dark Souls-like difficulty and death system. To get from place to place, you'll need to trek through large areas of wilderness. You'll run into some enemies that are far too tough to beat the first time you encounter them, and you'll have to either run or think up a way to get around them. To stand a chance in the main quest, you'll need to explore the environment to collect upgrades, and kill enemies for materials which can be used to forge new armor and weapons. Some materials can only be found by killing elusive enemies that need to be tracked down- sometimes townspeople can give you hints, sometimes you may need some kind of bait.   Well, that's really all I've thought of. I'm not much of an ideas man, really. My strengths are in programming and graphics. Can you think of any interesting/unique game mechanics for a game of this style? Something that would make you want to play it?
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