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FamiTracker > General > FamiTracker Talk > Request for help with game BGM Owner: bitpixel New post
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Request for help with game BGM Posted: 2012-12-08 10:23  (Last Edited: 2012-12-08 15:10) Reply | Quote
bitpixel

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Member for: 3482 days
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#42662
Hey all!

This is my first post on the famitracker forums even though I have been using the software for a while now.

To cut to the chase the main reason I'm posting is to see if anyone can lead me a hand in producing the BGM for a game that I am making by myself. I would totally do it myself but everything I have come up with is frankly disgusting. I do plan on become better, although I cant afford to dedicate my time fully to the BGM in order to meet my release schedule.

Anyway the game in question is called cloud9 and the main point is simply to collect as many water droplets as possible while navigating through falling objects. Its really simple at this point because its in the early stages of development, but there is a lot to be added in the very near future.

Here are some screens: (Crtl + left click to view in new tab)

[url=http://postimage.org/image/upq1v1wov/]screenshot one

[url=http://postimage.org/image/lzckf9ivf/]screenshot two


As you may or may not have seen the game is running on android which means that it is indeed and android game app. So I will be publishing this eventually on the Google play store and hopefully the amazon app market as well, for both a paid($0.99) and free(ad supported) version.

I'm also going to include link to a demo of the game in my post, just download it and transfer it over to a android 2.3+ phone/tablet and enjoy. Alternately you can just select the file link on an android 2.3+ device; download and then install the game. This way you might be able to get a feel for it and possibly some BGM sound ideas.

FYI: Don't bother reading the instructions because they need to be updated, also there are some small glitches in the game so don't worry about them.

CONTROLS: Everything is touch based so its all pretty basic, to play the actually game just touch anywhere on the screen to push the cloud around and collect the water droplets with out hitting the spikes or enemies (falling spike balls). The balloons will push you around so be careful . The best method in my opinion is to touch as little as possible in order to control the cloud efficiently.

Also if you do play the demo please make sure to mention what type of device you used and how the game handled (IE: Did it crash? Is it slow and where? etc, etc)


Freelance would be best, also I can offer a small lump sum (a few bucks for each track; probably like $2-3 ). There is also the possibility of a percentage of the profit from each sale, although it would not be much (something like 10%). As an android developer I only get 70% of the profit myself as Google takes the other 30%. Since the game is only going to sell for $0.99 the total amount you would get from one sale for 10% would be like $0.06. So the lump sum would be the best choice if you want to get paid. In my opinion the best is freelance but that is up to you and you're work. Aside from pay you will get you name/handling the credits along with some advertising for both famitracker and yourself as a chiptune artiest.

Initially I'm going to need two tracks. One for the main menu and one for the main game play. This is subject to change but not by very much. They don't need to be very long, at most less than a minute and a half in order to keep down on file size. They must also loop perfectly, just like all the old NES games.

If you are interested play by all means responded to this post. You might also want to post a sample of your work so that I can see what you can do. The best would be something original and of course something that sounds good for a game.

Hopefully whom ever decides to work with me might want to also help on future projects as well.

Lastly here is the link to download the game: [url=http://www.filedropper.com/cloud9]Click here to download Cloud9

Sorry the file hosting service i used is full of ads so for clarity just click on the grey "download this file" image and then type in the four digit code and press enter to get it.

I look forward to working with someone here!



_______________________
//bitpixel
Posted: 2012-12-09 00:49 Reply | Quote
psycode

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Location: United States
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#42678
bitpixel.. sorry my response is not about BGM (which also I have requested.. ironic huh) but just to be friendly and helpful i was going to offer some methods for game development to you if you are interested then ask

_______________________
./zap2
Posted: 2012-12-09 01:50 Reply | Quote
bitpixel

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Member for: 3482 days
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#42681
Thanks for the thought psycode,

I was planning on posting here for some help with game for a while, and am not surprised that some one else is doing the same.

I'm not sure what you mean by methods. I'm assuming your referring to game theory and etc? Aside form that I don't know what platform you are targeting with you parkour game, but I'm mainly into android development as you may have already seen. So its pretty streamlined if you know what I mean.

I'm pretty much a lone programmer just trying to go it alone, but hopefully someone on this forum will eventually offer to help on my minor project.

//bitpixel

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//bitpixel
Posted: 2012-12-09 01:53 Reply | Quote
psycode

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#42682
well i am also developing for mobile.. i've spent 2 years now learning what to do and what not to do and had a few helpful resources and advice to give .. i understand if you are not interested, but i think the advice i can give you will really increase your ability to develop..

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./zap2
Posted: 2012-12-09 02:13 Reply | Quote
psycode

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#42683
take it or leave it.. i understand either way.. here are a few suggestions with the best of intentions.

1. Use a repository to store your source and track progress.. I can't even begin to describe how useful and handy it is to be able to revert back to old work, branch off or just be able to track what changes you've made and flip through commit messages and code snippits.. I recommend bitbucket.org .. its easy to setup.. github is another, however bitbucket is pretty spot on for anything you need.. I always use git but you can use other version control.

2. Just like bitbucket.. with your artwork, documents, sound files and so on.. check out alfresco.com .. I can't begin to explain how helpful and nice it is to be able to use Alfresco for a little bit of organization, commenting, tracking updates to files and just the many things it can do and display...

3. I know you said your a lone programmer and I actually took this route myself.. Let me tell you once I figured out it's not the route to take I've been patting myself on the back ever since.. I recommend you find one artist and you do the programming, music with famitracker or what not and you lead/design the project.. just don't limit the artist to your idea's.. the game will always be much better if the artist (who is used to concept and coming up with pleasing solutions) is given the opportunity to make his mark present in the game... It may seem kinda hard to find a partner.. I went looking on the game forums, art forums and so on.. I spent one day putting in request telling people I can only offer profit shares which everyone just hates to hear.. However I did get about 8 replies.. I voted on them .. at the time and I still do I had 2 programmers (including myself) so me and the other guy talked, viewed their portfolio's and tried to find the person that had the best worth ethics, personality and just fit with what we were doing.. This will save you tons of time. I currently have 2 teams/projects.. The parkour game artist he is a good guy and pretty well rounded, but the other artist i have is a vector artist which suites the android development a little better since multi screen/device support and scaling is a big issue with android development (android development nightmare)...

4. Don't focus on only one device.. The iOS actually has better sales and theres a reason for that.. again the (android development nightmare) which as you probably know is the screen size/resolution for Android varies greatly while the iPhone and such is usually multiples of itself which just makes it easier to use one graphic set to support all devices.. And the emulator for Android is just horrible.. it's very slow and unless you've got a way to test on all the devices it's really not a good tool to use .. maybe a NASA computer could run it but regular guys like you and me just don't have the processing power to run this computer within a computer.. unlike the iPhone simulator which simulates instead of emulates and actually is useable..

5. Not sure what language your programming in.. If you use Adobe AIR you can cross-platform and cover both Android and iOS .. Also if you design and program in a way that supports the multi-screen/multi-resolution then you will be able to cover not only a handful of devices but the majority of them.. I can give you more information and a technique to use one graphic set without having to approach the ldpi, mdpi, hdpi, xhdpi method...

6. If your developing for mobile.. in a small game it might not matter but try to make use of the GPU instead of CPU .. A GPU game can run stable at 60 fps.. a CPU game has trouble running at 30 fps..


I'll leave it to that.. I could give you more advice.. you may know already.. you may have advice for me.. I'm just trying to help.. I also don't try to imply that I am a know it all because I am far from that.. I'm just sharing what I have found out through my trials and tribulation.. Good luck on your game and I wish you the best of luck.. If you ever need some advice or assistance you can count on me.

_______________________
./zap2
Posted: 2012-12-09 02:36 Reply | Quote
bitpixel

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#42684
Thanks for the info,

1 and 2: For file organization and back up, I'm actually really good on this. I try to keep everything in one neat place and backup regularly. I'm also extremely well of on commenting as I do this on EVERY line, period.

3: To be frank I have a $0 budget for any games I develop, so asking anyone to help out for pay is not much of an option. A percentage would not be much either so it makes it hard to get anyone to help out. Maybe sometime in the future where I have more resources (money) to enlist members in a group effort. For now Ill have to go it alone for the most part and I'm fine with it, its provides more of a challenge and less reliance on other people.

4: I would focus on IOS, but the main issue behind that is that I don't have a mac to develop on. That plus the annual $100 apple wants for a developer fee. I found a work around to getting OSX on my windows machine so possibly int he future when i can afford that one fee. Android is much cheaper, so that's is my first option. I also have a nexus 7 so testing is extremely easy.

5. To be frank i'm actually using BASIC to write my android game apps. Yes BASIC... I find it a bit easier ATM to do so until I get down with an object oriented programming language. I'm using an interpreter to translate my code into native. [url=http://www.appgamekit.com/]You can find out more here if you are interested. As far as my graphics go, my IDE handles that all with adaptive scaling, so I have it super easy.

6: I always aim for GPU, after all who wants to play a game that is a CPU hog and east up your battery life right?

Thanks for all the info, I'm pretty new to android development so its nice to get some advice from some one that is experienced. FYI i'm only 18, so so can only infer that I'm working with what little I have at the moment.

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//bitpixel
Posted: 2012-12-09 02:53 Reply | Quote
psycode

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Member for: 3486 days
Location: United States
Status: Offline

#42686
I totally understand and again was only trying to provide some helpful sincere suggestions. As for the iOS .. yes you are correct and I totally got ahead of myself on that one. You do indeed need a Mac. As far as your language of choice and your preference.. everyone is different and that is perfectly fine and understandable... Organization is key in any large scale development. Even a small game is not a easy task and bad habits can lead to big headaches..

The only thing I suggest you check out and think twice about was the #1 and #2 comments.. I am 100% positive that if you give both suggestions a shot you will learn to love them. I wouldn't try so hard to push the suggestion if I didn't believe in either and besides they are both free.. Maybe if nothing else it's something you can keep in mind down the road.

On the other hand I appreciate your hard work and congratulate you on your determination and follow through with your game. Again if you ever need a second opinion I am here feel free to PM. Take care friend and I'll stop hogging your thread so your BGM issue can get resolved. Good luck!

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./zap2
RE: Request for help with game BGM Posted: 2012-12-09 07:21 Reply | Quote
Shywolf



Member for: 4098 days
Status: Offline

#42689
[i]PM sent.[/i]

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