The_Con-Sept

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About The_Con-Sept

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  1. What do people look for in a music "pack"?

    Well the thing about selling "packs" is that, well... if people don't like something in the pack they usually do not want to buy it. of course sure there may be a few people who do not know how to find a composer, or just want to slap something together. but successful games have their own composers in house, either on site, or on the pay roll so to speak. if there was a market then it began on newgrounds a long time ago. And on that site you have trillions of people submitting their music free of charge. Even I am on there.
  2. Where to purchase multitrack music loops?

    It sounds like you are trying to create something similar to what the .hack games had. Back in the day I bought that game. And when I first heard the drums and the bass fade in with the lonely harmony and melody without an annoying cut, it was amazing! I myself always wanted to hear more games take advantage of this style of music immersion. Instead of the flat sound track the FF series made so common place. This style of music to be placed into a game is rather hard to do. If you already have a music engine that can do this then all you need is a composer. Honestly you will be able to get exactly the sound you want, and have it custom made. I did some work in the past similar to this, but you will not find what you seem to be looking for in small bits. Such as purchasing a single bass line for a dollar... then a drum loop for a dollar. No. Usually in the world of producers they sell packs. Which means you will have like 70-1,000 "samples." These samples all vary in a range of time signatures. The audio sample lengths are all different. But this is not what you want to do, especially if you have never created a musical work before in a DAW. You need a composer, or need to learn how to compose music yourself in a DAW. trust me it will make the implementation of the music a lot easier to work with.
  3. What Software do you use?

    Kylotan is absolutely right. Every single Digital Audio Workstation performs the same functions. The best way to pick a DAW is to download the demonstration version of it and open up a few demo projects that come with the program. Of course you do need a capable machine to run a DAW. If you have a big box store PC; from best buy, wal-mart, target, micro-center, fry's, k-mart, or any local PC store... Or to make it very simple if you spent less than $1,000/£716 on your computer. BE CAREFUL! You could essentially kill your computer, or worse... get an instant BSOD as soon as the music plays. DAW's require a hefty processor in order to make sounds. Even a good GPU isn't enough alone to run a DAW. Make sure to check the minimum requirements to run the DAW you download. but moving on... and for an example: in FL Studio, once you download and install it for the very first time, and when you open it up, it shows you a project that was created in its program. CLICK AROUND. Hit the play button. Look at all of the moving parts. Look at what is happening every where. FL Studio allows you to explore the forest while it is awake so you can see what is where. Sometimes even double clicking certain numbers or buttons will show you a new window. Sometimes right clicking on them will reveal options. The best way to pick a DAW is to try the demo of it. So download one, mess around and open up a few project's that came installed with the demo and most of all- HAVE FUN LISTENING!
  4. 15 Good DAWs

    FL Studio is the only music program I know. And since I won the big box version of it I am quite satisfied with it. But what it really comes down to is this: Try a demo of each DAW. Some daw's do a lot of work for you (which if you want to be a perfectionist then stay away from them.) but in other cases there are DAW's that have a lot of confusing stuff in them that make the work flow hard for you to understand. Each DAW does things differently but every single one of them require effort and time to understand. There are only so many different ways you can create and manipulate audio files. Some will swear by one program or another but every single program essentially performs the same functions. You just have to find them. So again the best way to pick a daw is to explore. Download a demo of one for one week, look at the project files and see how some of the sample pieces were stringed together (That is how I got so good at FL Studio was by looking at the sample works and seeing how they did absolutely everything.) If you don't like how it works or it seems too difficult then try another one. Honest to goodness every DAW performs the exact same functions. You just have to know where to find it. I found this out after buying Propeller Head's Reason 9, Logic Pro 9, Albeton Live a few years back, and even messing around with pro sessions. I began to see that everything in every daw is just in another area and performed differently. It is like learning another language, but all of the different languages are just pronounced differently. Like tomatoe... toMAHto. You just have to figure out how to do it in each and every DAW.
  5. New Here So...HI all

    I agree with Lucas_Cage. Give coding a second chance. I picked up 7 books, 1 C++, and several C# books with the .net framework. One tip I can give you, if you are using Microsoft Visual Studio 2017 is this: For all of the examples... try just writing in the code and compiling it. Don't add in the extra helper call functions... the new VS2017 already has everything you need in the CLS Common Language Specification. So typing in static void LocalVarDeclarations for example is not needed. Just keep it as static void main(string [] args); I found this out after running into failed build error after failed build error. Even though I was typing in the code exactly as it was typed in, I kept hitting a brick wall. then I just decided to say "* it! leave out the call function and see what happens!" and all of the sudden my cw lines came out perfect when I hit Ctrl F5.
  6. First steps

    Well as far as I have read in the two books that I have bought (C++ and C#) I made my decision based on this simple question: Do you want the most people possible to be able to play your game? If your answer is yes, then you may want to learn C++ and at least understand it. As far as I have read in the two books I bought I realized something. I fit into a category of gamers who have no money. So we have what ever it is that we do have. Which means we don't have a lot of "memory." So because I do not have a computer that is able to run all of the latest games like Watch Dogs 1, or PUBG, I wanted to learn how to make games that would allow everyone to play it. Sacrificing in return those awesome graphics for more of a gameplay angle. Which to me it sounds like you love 2D which is awesome btw! But my suggestion still stands. learn both languages for when something crashes. I am by no means an expert. if anything you have way more experience than I do in coding, but I do not know how far you are in graphic design, music, and story telling. That is my perspective on it at least.
  7. Getting started

    That is what I noticed when I created my own personal Win 32 command script. I like the C# because of how you can get very specific, without having to put your mind into translation hell. I just discovered that the hello world app is the "static" page for new projects. But being able to change the text color is something new for me. (It's a lot of fun programming now! Where as in C++ I kept getting errors when I was trying to adapt a value the user inputs into the system to be generated in the middle of a sentence. Which I learned that C++ is more like: Call functions, then if the function requires the data to be placed in a sentence, you do not need to write out the cout again, and just use the "" to type in what ever you want.") But back in the day I remember when I would give anything to beta test a game. I was lucky enough to be in a few different beta tests already (One more notably would be beta testing the game HATRED, the controversial game by destructive creations. I found out a bunch of glitches and bugs in my first play through of the game, including some game breaking glitches and, well... hacks. Hack in the sense that I did not manipulate the code but instead found out some advantages by simply changes a few values in the game and leaving them there.) But back as a child I just wanted to play the game before everyone else. Now when ever I hear someone say "I want to beta test the game," what they are really saying is: "I just want to gain an advantage over other players super early in the game! Possibly hide a secret or two that I found so no one knows how I just insta 1-shot them from inside an object no one else knows how to enter." I know several people who fit into this category. But I was very honest and forth coming with detailed information that I gave back to the developers of the games I beta tested more recently. Finding all kinds of bugs and glitches. Reporting them properly. Even some steam games where I was able to show the developers a glitch that allowed me to explore the vast void of nothingness to the end of time (BSOD.) But I want to create a game that I want to play. And I want to build a skill around it. And possibly apply it to real life situations. I will send you a copy of the first text based game I've wanted to create for a while when I finish it. (Hint: It is all about detecting deviation, or deception.) This text based game is all on personal experience. It is rather difficult to lie to me. And it is even more difficult to not insult the person who create's the lie, and to bring them back down to earth so they understand you, while also understanding where they went wrong WITHOUT being embarrassed by it. But no my drive is strong. Like I said I have hit a slump in my life once again where the games that are out currently just do not entice me enough to even look at gameplay of them. If something plays like another game.... I quickly start making assumptions, though they are dangerous, as to how the game is going to play out. For example: The game Stories, the path of Destinies took me by surprise, while a game like 3D Dot game: Heroes reminded me too much of Zelda, or untold legends. but back to the topic at hand. I am thoroughly enjoying C# right now. Everything is just so... elegant. It all makes sense. I've had no issues with launching anything I create in them. So I will be saving these C++ books for something else. I feel like the pages in this book are just being absorbed into me before I even read them. Where as in C++, the three books I own felt like a gigantic wall of bricks stood in front of me and I had to climb over them somehow. Once I have gotten past this second chapter, it mentions the numbers game so I believe I will be making that pong game eventually.
  8. Getting started

    I wanted to get into creating games because I want to make something that I would play. My background of gaming started on the SNES and spanned all the way across to the PS4. The number of games I have bought would make me seem like a nerd. But compared to the angry video game nerd on youtube.... I am but an avid gamer. However I seem to be the only person in my work and social circles who has bought the most games. I reached a point this past month that I remember hitting about 3 years ago. I just stopped playing games. The only game I can look forward to is The Last of Us part II. Nothing else piques my interest anymore. For example I can not play Zelda anymore because I find it boring. Mario has already done everything. Warhawk and starhawk were exciting. Uncharted finally ENDED. Call of duty 4 MW1 had a remaster (the only cod game I liked.) Rainbow Six Siege used to be lots of fun. Fortnite is where I stopped. My friends call me a whale gamer, which I openly admit to being. But I hit that pot hole again. I just completely stopped playing games because I have done it all! There is nothing that grabs my attention. I finished obduction in 4 days. The latest zero escape game I whipped through. I own every version of pacman. That is my drive to jump in head first into game creation. I got a small taste of being able to create my very own level in the THUG PRO engine on thpsx.Com. I created my own unreleased park, and fitted my own skater that I wanted to skate with as the red raptor. I have done a lot of gaming. And I just ****ing miss playing two games right now. That puzzle like tcg I mentioned... and playing king of the hill in Tony hawks underground 1. I ****ing miss the thrill I had in playing those games. I also had an idea for a heavily story based rpg. A real rpg shrouded in mystery that I began writing the story to back in 2007. All of my friends told me that the game was just "too ambitious." When in reality I figured it would just take two things: an immense amount of patience, and an excruciatingly long amount of time to put together. So I wanted to start on something small. Get my pants soaked in muddy water, put a dent in my helmet, bring home a scar to tell stories about. Why? Because I just miss having a thrill in gaming. Now it is all of this grind like heck until you get 1 Stat boost. I am so sick of that model. Grind games no longer interest me. Want that fancy car? Pay us, or grind it out over the next 8 months. Oh a new mode just came out.... Grind this out before we take it away in 22 days. Check out this time saving weapon perk! Yeah... video games feel like a second job now. I wanted to take that away from gaming, but at the same time generating some kind of additional income. Reading about the engines, and the fanboys (because wether you like it or not, fanboys are not a fad. They are here to stay, and this fanboyism is showing no signs of slowing down. Instead it is increasing day by day now.) It makes it more difficult to create a unique idea anymore. ========= Also i found out why the short hand in C++ was not working. When I input the using namespace std, it didn't turn blue. So that meant the compiler thought namespace was an object, and not a call for a reference library.
  9. Getting started

    Gotchya. I just picked up the C# 6.0 and the Net frame work book that was suggested by other creators. But I think sometime in the future I will be messing around with the Unreal Engine to see what I can make.
  10. Getting started

    By goly G.... I was having so much trouble in C++ for a while... I finally figured out an important note... the using namespace std just does not work in my version of VS2017. so I figured out that I have to type in std::cout just to have that console output, or any std name, function properly. not a huge problem, but I could see myself creating a file much bigger than most. why is that?
  11. Getting started

    I understand that everyone has different strengths, and weaknesses when it comes to almost anything. To further my background, I have dealt with HTML at a young age. Created a few websites, and had general knowledge of PHPMySQL. I know it is nothing more than a database program for inputting and accessing information. But I at least understand how HTML pages were read, and how to set them up for various screen sizes. But that, again, is not game development stuff. - I am well versed in Fruity Loops studio, so I know my way around making sounds and bending them to my will. Even finding out how video games on older platforms had all of the lines of a character's voice work on a single file shed some light on how they actually pulled everything together. Including sound effect files. (They used time signatures in the file to be played to save space for loading other mechanics in the game.) - And I have two spare Samsung phones and tablets to waste my tests on. I also have connections with freelance artists, so getting them to produce content in this game would be as easy as paying them per picture. (Yeah I am pretty much just the producer for this game right now.) I decided to go with Unity 3D as a start. But before I begin there I need to understand how it works. Seeing how Unity uses C#, and it is touted as better than C++ (Of which Unreal Engine uses C++) I figured I would learn how the engine works first so I can get a better understanding of what happens when the system crashes. (Because I believe that I am bound to fry a motherboard or two. If I do not fry a motherboard, 'twould be a miracle.) - Seeing how F# is something new, and it had versatility between different languages, I wanted to keep it in consideration but not as my main focus. Which is another reason why I chose C++ first. It seems to be a universal language between android and PC. And even Consoles. I also chose unity 3D because the PlayStation 4, a console that I own, can handle projects made inside of its engine. Knowing that my Desktop is fine for most things, and I know that I will need to update my setup in the coming years to keep up with industry standards. I just do not have a proper setup. It is fairly uncomfortable. Which is why I wanted to do code somewhere else. Between getting bothered by room mates, the "table" I am using where it has my arms resting higher in order to reach the keyboard, and the chair I am using feels like it was made for a child.... I needed to find some way I could code on the fly. I also own a Motorcycle. (No cars or trucks.) So lugging around a desktop isn't the best idea. And paying to use some of the internet cafe's computers to do coding might result in me destroying a motherboard or two... That isn't a good idea either. I decided to learn C++ first to get a better knowledge of what to expect in C#. At least it is a place where I can screw up, but still be able to recover from it. Then move on to C#. *Oh and thanks for letting me know about the lists people have come up with. That helped a lot. The trading card game I wanted to create is more of a Trading Tile Game. Seeing how the objects I will be creating for use in play will not be a standard rectangular card, but a Hexagon. (6 Sides.) I think it will be quite different than calling up a bunch of random cards with something being said on them that let the player know what the card does. Instead I wanted to make it similar to a game I actually miss playing. And I just can not seem to find this game anywhere else. It only exists on this youtube video. At least I have not come across any game that even comes close to this. I do remember another card based game that was under construction , which was announced a while back that had a similar play style. But it was not the same. The youtube video in question is here: https://youtu.be/uccNjqGHGiY?t=1m38s Although the player takes a while to explain everything, you can see the idea of this game. I like it because it adds a bit of a puzzle into the mix of the competitive gameplay. Instead of playing a card that obliterates everything, you have tiles. and the object of the game is to control the board. I would like to make it 3D which is why I chose Unity 3D. And I wanted to make it a more serious tone. While also avoiding a chess like setup where both sides have the same advantages. And because TCG's like Magic the Gathering is all about having the cards, I wanted to follow suit with that type of play style. Where as you have to obtain the cards to use them. However... My twist on it comes from yet another game I grew up with: Milk Caps. The only thing I am taking from this game is "playing for keeps." However you do not get what you captured. You pick out 1 tile at random to pick from. You are not shown the other side. You must pick from the entire library of the other players "deck." I know this is just a basic idea of the game but I wanted to make it a bit more awe inspiring. Even if people shrug it off as "mere theater for such a small game." The ideas in my head for this game just went wild when I first played it. But now.... I do not see anything like this at all. So I began to write down the entire idea of this game in a TXT file so I could possibly get a small team together. (Of course my past experience with a craigslist post lead me to believe everyone is only in it for the money, and not the game. And they do not care what the game is. I left two different teams of "kids" because of this.) So that is why I am here. I believe that if I can get a foundation up to run this game, maybe... just maybe I could turn a few heads. Even if it just 20 individuals like the number of views I have on any one of my youtube videos. I do miss PlayStation home but they have something on PS4 called Atom universe. I downloaded it the other day and they have at least Orb Runner. The music and character accessories are more robust. The atmosphere looks more polished. BUT the other game that is similar to PS home is... Realms... I forgot the name it is so bland. Their character creator is more robust, but everything else is like... bland. Anyway thank you for the advice. I might as well learn the hard way.
  12. Getting started

    Hello, my name is Nick. Before we begin let me tell you what my specs are to clarify things, if need be: The only desktop I own is an old gateway. An original DX 4320 (No -01e or anything like that.) Windows 10 Home edition (or what ever the 110 dollar version gets you.) AMD Phenom II 6 core (1035T) processor. 8GB ram. AMD Radeon 5700 series. (688E) (1 GB GDDR5) The only laptop I own is a Dell XPS M1530, and I despise this laptop a lot. After playing games on it, and having the GPU die. I have not turned it on since 2012. But I still own it. I just do not know its specs unless I... pull it out of the bin and plug it back in. I still posses it. I just despise it too much. ********** Everything below this line of this post has been answered. I decided to switch from C++ to C#. Seeing how I will be using the Unity3D engine to run my game, after some persuasive words from the posters of this thread full of wisdom, and I just began the book C# 6.0 and the .net framework. ======== I recently had an idea to create a video game that plays like a TCG, however I wanted to learn how to program everything myself. So I picked up an electric copy of C++ Without fear, Third Edition. And I downloaded the 2017 Visual Studio Community Edition. I noticed immediately that I had a few unnoticed steps I had to take when opening my first project to begin the tutorials. And my first question is this: Should I delete all of the code below #include "stdafx.h", but then add in the code int _tmain(int arg, _TCHAR* argv[]) { return 0; } as it shows in the tutorial, or do I need all of that extra code below that point? Because in this tutorial, for the 2015 edition of Visual Studio, it doesn't mention or show all of this extra code that shows up in a new desktop resolution project for the 2017 edition of Visual Studio. And the book said I should keep up to date with everything. ======== I am barely beginning with this, but I do not have the best, or I should say comfortable work station in the world. I was wondering if I could pick up a tablet and go to a nice area with a seat and table to begin coding. I know that in the book it asks me to test what I have created a lot to see if it runs almost every step of the way, but is there a way I could do coding on a tablet? Then bring it back and check my work? The reason why I want a tablet is because they are light in weight, they do not require that much power to run, and are very portable and versatile. The second reason is my laptop that I own is powered by vista, and is a dell xps M1530. (Has the issue of the GPU constantly overheating.) And the battery dies way too quickly. The cost of a new battery is the same price as a brand new tablet. And most places out where I live.... do not like letting people consume the power for free. So the second question is: What tablet should I purchase for coding purposes. I will be trying out C# in the future, but I wanted to begin with foundation work. That way I can better understand why a program crashes. Would a cheap notebook be worthwhile from like a wal mart? or should I just buy another laptop that has more versatility and utility? ======== After completing this book C++ without fear, I will obviously need to buy a few other books in C++. And everyone says to stick with the Bjarne Stroustrup books. So my third question is: what editions of these books should I purchase to have a complete library of functions for C++? That way if I need to understand something I can quickly look up in the index's of the books to find the correct information on the operation I want to perform. ======== The game I wanted to create is based on something that I absolutely miss. It was a game introduced in playstaion home. The name of the game was called Hexx. All of the information that I can obtain about this game is all on a single website, by one of it's curators. ======== And finally... What should I learn after C++ besides C#? I saw another programming language in Visual studio, F#. And seeing how this is server side programming, and my game will most likely have internet competitions, or matches. Should I learn F#, or is it best to stick with C++ and C#? And then maybe learn a little F# in the future?