Jump to content
  • Advertisement

Somar

Member
  • Content Count

    12
  • Joined

  • Last visited

Community Reputation

114 Neutral

About Somar

  • Rank
    Member

Personal Information

  1. Somar

    How to get into Music/ Audio

    I see. I think the same way. I would never do such a thing and that is why I wouldn't like to hire someone. For now It's a hobby thing, that's why I like the control and I'd like to see something 100% made by me first, I also don't know if I would have the ability to transform this into something profitable. But if I would, I would 100% hire someone to do something really nice.
  2. Somar

    How to get into Music/ Audio

    Thanks, that helps a lot. I never really thought of looking for a younger composer that would be willing to work for me. I am pretty sure there would be many willing to do the work for the experience and fun of it. As my goal is really not earning money which I wouldn't decline I am not inclined to pay for the art and this has lots of repercussions, I - for example - can't expect to have someone always eager to work when they are not going to be paid. There is also going to be real like work and other life issues behind the schedule. I also wouldn't have the control I'd like over the style of the music and audio in general. So I would say I'd prefer to be a one man team, as this is more of a hobby thing which I usually spend more than 10 hours a day. I've read a little about Music Theory, learned a bit or two about notes, and noticed that it wasn't really what I was looking for, although no less interesting. Digital Audio Theory was what I was looking for. I wanted to learn about Decibels, Hertz, Amplitude, Wavelength, etc... in my previous project every audio was completely different from each other. I've made the audio for the enemies using Audacity, and I didn't keep a look for a common Amplitude or etc... so there was a lot of code done just for rearranging audio, it was really a pain. Music Theory is also important as I intent on making my own music, nothing fancy, but I'd like to at least follow the rules of music and learn as I walk. About the DAW, I am still searching for something unfortunately I've been stuck with a 16kbps connection for the past 10 days. I've downloaded FreePiano and had LMMS and other software like FamiTracker and Bosca Ceoil wich I love for its simplicity.
  3. I can't recommend Godot enough. I've been trying to get into game making for quite some time 10 years but never found something that I quite liked. And once I hit the free wall on Game Maker Studio 2, I luckily found Godot Engine and up until now I finished my first mini game and am already working on my second, more complex game. I've learned programming concepts that I've never been able to learn before, and I feel confident enought to tackle areas that I never felt confidence enough to tackle, like audio design. Really godot is a different world when it comes to learning. At least from my point of view. I simply love it. Ps.: Godot supports C#, and Python and it has it's own language called GDScript(the one I use), that is based on both(C# and Python), and the community at Discord is the best that there is to be!
  4. Somar

    How to get into Music/ Audio

    Look, I understand the importance of audio in general, both for engineering and for music, I am not underrating it. I really never had the opportunity, when I was younger, to learn, and never really got much interest into it. I am really fond of music and I hear it a lot, every day, the classics like Vivaldi, and even modern music(apart from pop). Audio is also one of the most important things when it comes to enjoying a play-through. But I don't really think I want to focus all my learning resources on it, I am also not looking into a technical degree or building a big music focused portfolio. As I've stated before, I want to learn the basics, so I can have a base ground to finish my projects without having to use free audio or without doing something ugly and wrong. I am not looking into professional, just amateur basic stuff to get me started.
  5. I don't have any background or experience with music in general. Never played nor learned an instrument before and don't know much about audio other than that stereo is to have sound coming from different places, usually Left/ Right, while mono is to have all the sound coming from both sides, or through all audio devices or all audio only from one at the same time. Sorry if it seems silly, it's just a part of my life that I really never thought of delving into. But as I get more into independent game development as my life hobby, and currently my only main goal - I'm married, father of two, never really worried and at the moment I really don't have to worry much about money - the more I see that if I intent to follow this path alone, to do smaller, more concept like projects, I will have to be a one man team, learning and sharping different skill sets. So I ask you guys: Where should I start? What software do you recommend(open source or only free would be nice)? Any place interesting to hang around to learn? Any good Articles? Thank you in advance. ๐Ÿšฌ๐Ÿง”๐Ÿ‘Œ๐Ÿ‘‰๐Ÿ‘๏ธ๐Ÿ‘๏ธ๐Ÿ‘Œ๐Ÿค™๐Ÿ‘จ
  6. Interesting. I've just downloaded both articles and took a look at them. It's pretty much what I intended to do, but I really didn't want to use Perlin Noise for it. In fact I wanted to hardcode the rules for the map generation, like, every detail. For example: Trees becoming more sparse the closer to the higher areas, for each level of height, a different rand_range(), so they wouldn't be spread in a deterministic pattern and more in a range of random ranges. The same for rivers, and other plant life and also animal life spawns. There's really nothing specific about Perlin Noise that I dislike, the thing is that I don't even know how to implement that and if I knew, I probably wouldn't know how to modify it to suit my needs. Hey, do you know where could I search more articles like those two? They really drew my attention, thank you for those! I am really into reading more things like them. You helped a lot!
  7. For this I've used Godot Engine and GDScript. Hello, I am working in a Map Generation project, and I am trying to come up with a Height Map generator for the hills and mountain-ranges. I'm pretty amateur when it comes to programming in general and I mostly try to make everything from zero as I don't know much about game theory or any big programming techniques, so forgive me if anything I've done is ugly or goes totally against any common sense. Up until now, I've come up with this: extends Node2D export(int) var Origin_Min export(int) var Origin_Max export(int) var Power var HeightMap = {} func _ready(): new_seed() _mountain_range() func new_seed(): randomize() var random_seed = randi() seed(random_seed) print(random_seed) func _mountain_range(): #ORIGINS PHASE - set's origin points for the mountain-ranges var OriginList = {} for origin in round(rand_range(Origin_Min, Origin_Max)): var originPointX = round(rand_range(1, 126)) var originPointY = round(rand_range(1, 126)) if OriginList.has(Vector2(originPointX, originPointY)): continue OriginList[Vector2(originPointX, originPointY)] = {"Power": round(rand_range(1, 5)), "Connected": false} HeightMap[Vector2(originPointX, originPointY)] = 3 $TileMap.set_cellv(Vector2(originPointX, originPointY), 2) #MOUNTAIN-RANGES PHASE - try to draw mountain_ranges between every origin based on their Power level for origin in OriginList: for point in OriginList: if OriginList[point].Connected: continue if round(origin.distance_to(point)) <= (OriginList[origin].Power * Power) and round(origin.distance_to(point)) != 0: var current = origin while current != point: var currentDist = round(current.distance_to(point)) var closerDist = [] var sameDist = [] for direction in dir.Directions: var step = Vector2(clamp(current.x + direction.x, 1, 126), clamp(current.y + direction.y, 1, 126)) if step == point: OriginList[origin] = {"Power": round(rand_range(2, 3)), "Connected": true} current = point break if round((step).distance_to(point)) <= currentDist: closerDist.append(step) if round((step).distance_to(point)) >= currentDist: sameDist.append(step) if round(rand_range(0, 10)) >= 3 and closerDist.size() >= 1: #70% chance of going closer current = closerDist[round(rand_range(0, clamp(closerDist.size() - 1, 0, 3)))] HeightMap[current] = round(rand_range(2, 3)) $TileMap.set_cellv(current, 2) elif sameDist.size() >= 1: #30% chance of taking a variation current = sameDist[round(rand_range(0, clamp(sameDist.size() - 1, 0, 3)))] HeightMap[current] = round(rand_range(2, 3)) $TileMap.set_cellv(current, 2) #FILL UP PHASE - fill up the rest of the map with height level 0 tiles var xCoord = 0 var yCoord = 0 for tile in 16384: if not HeightMap.has(Vector2(xCoord, yCoord)): $TileMap.set_cellv(Vector2(xCoord, yCoord), 0) xCoord += 1 if xCoord == 128: xCoord = 0 yCoord += 1 This code is divided in three parts: Set a random number of origins in random locations(excluding borders) and give these origins a power level. For each origin, check if it can "link" with each other origin based in its power level, if so, "draw" a mountain-range in between them. Draw the rest of the map. The result is this: (can have other results because of seed) I rarely have some random problems with this code, like an origin point that says that it is nor closer nor at the same distance as another origin point when they are drawing a mountain-range in between them.
  8. Somar

    How to make a monitor?

    Thank you guys! That really looks easy. I will give it a try.
  9. Greetings gamedev.net,   I today was wondering how I would go to make a monitor display the image being captured by a camera in Unity.   [spoiler] [/spoiler]   I don't want to replace the main camera. In fact I want the main camera to be able to see this footage from a second camera. I know that it is advanced Unity working. I have read it in many articles, but I didn't found any tutorial on doing this. Any help?
  10. Somar

    [Help]Learner Trying to Learning Blender

    Thank you all. I was able to learn a lot in the past week. This is what I was able to do with a lot of research.   Both are really low polygon models 200- tris. The first texture I made in pixelart or my actual "knoledge" of it and the second I tried to hand drawn. I am still learning a lot. But I am learning a lot at the same time.   [media]https:[/media]
  11. Greetings folks for the gamedev.net,   I am Somar. I am 25 years old, married and father to a baby girl. For the past two weeks I have done what I wasn't able to do my entire life. I am learning how to make games. And I have already learned how to code in C#, use Unity and I even made a low poly model in Blender. Now I hit my first obstacle.   What I am trying to do is to aply a texture(in fact just aply color) a low poly model I made, the thing is, I am finding it more difficult than modelling itself and no tutorial is able to help me as all of them show a different and even more complicated way of doing it. Some paint it on Blender itself and others export the unwraped face to another software like Gimp.   I just want to learn the very basics of texturing, the easiest way to do it for a model with 222 tris.   Would be a bonus if there was a way to aply pixelart to the faces as a texture.     Thank you all in advance!     Ps.: I use the last version of Blender, last version of Unity 5 withC# and Visual Studio and GImp.
  • Advertisement
ร—

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net isย your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!