Thursday, 31 December 2015
Day 62: More Parts
I haven't added a percussion part yet, as I don't know how I am going to make it work. What I want is a roll on a crash symbol that gets louder as it goes towards the end. I can't seem to figure it out just with the plugins that I have for FL right now, so I might need to look for some VST plugins that could work. Overall, the piece is currently sounding awesome, just that a few things are to be played with a little bit. Next day I work on this, I will be looking for a plugin to use for percussion, and I will probably be able to add some more instruments into the mix as well. Other than that, there's not much else. See you in the new year!
Day 61: Catching Up
Late last night on December the 30th, I began working on yet another song to incorporate into the game. It will be the second ambience tune, or an ending theme (Not sure yet). Currently, it consists of a 4 part string section, playing chords in the background through the entire piece, a 3 part clarinet section, one, but soon to be more trumpets, and the melody played by a flute. I have also left space for a 4th type of instrument, as well as a bass part and percussion.
The strings add a nice feeling to the piece, and they help to fill any empty spaces in the tune that would otherwise seem weak. It also adds another layer to the entire ensemble that help it sound more "full." The clarinet part is interesting; I have arranged it into 3 parts as mentioned before, and with that I have added a bit of a cool touch. Only one of the clarinet parts is moving at a time, with the others just playing dotted half notes (the piece is in 3/4 time). However, I set it up so that the same part doesn't move two bars in a row. This makes a really cool sound with the way I have it set up. There is always movement, which sounds nice, but also keeps the piece moving instead of just dragging on slowly. Currently as for the trumpet part, I just have it playing a bit of an arpeggio, as I wasn't too sure to put for it. I might just leave it, seeing as it sounds nice, and gives another element of movement in the piece; and of course I will add more, I just haven't gotten to that. As for the flute part, I only have the initial melody part that plays along with the strings for the first 16 bars. I haven't made up a second part for it yet to cover the rest of the piece, but it shouldn't be too difficult. This part of it wont be too complex, seeing as there is a lot of action going on throughout the piece already, and I don't want things to get too chaotic. Sometimes a simple melody is nice once in a while; it's easy to follow and relaxing, which is kind of the aim for this.
Thursday, 17 December 2015
Day 60: Recoil Failures
mouse_y is sadly read only, so you can't edit it to move the position of the mouse.
window_mouse_set(obj_Mouse.x,obj_Mouse.y+1) doesn't work well at all.
window_mouse_set(x,y) works exactly the same as the above.
window_mouse_set(-obj_Mouse.x,-obj_Mouse.y+1) teleports the mouse off the screen, and even off the window into the corner of the monitor.
point_direction(x,y,mouse_x,mouse_y+5); this doesn't work either. I can't figure it out.
I found a few complex recoil systems, that I might need to try to implement. Tomorrow, I will try one out, and if I cant get it to work I wont worry too much about it. Ill try to find something online tonight.
Day 59: Recoil
Answer: Apparently not.
I might be approaching this all wrong though, there could be some other easy way to do it that I havent thought of yet. I haven't seen anything online that I can reference to, and every single thing I try turns out the same way. I need to try something else. In class, I also worked as a security guard, protecting Rhea and Justin's world in minecraft. They were busy building their project for the day and needed some help, so I decided to assist. Using command blocks I was able to teleport and kill anyone who joined nearly instantly. Next class I will continue working on the recoil system, but I can't guarantee results. We'll just have to see how it goes.
Tuesday, 15 December 2015
Day 58: Not the plan
Monday, 14 December 2015
Day 57: GUI work
Friday, 11 December 2015
Day 56: Problem Solver
Thursday, 10 December 2015
Day 55: GUI
Wednesday, 9 December 2015
Day 54: IT FINALLY WORKS
Day 53: A Mess of Things (And late posting... woops.)
Monday, 7 December 2015
Day 52: Change of Plans
Day 51: Battle Music
Thursday, 3 December 2015
Day 50: Computer Musics
Tuesday, 1 December 2015
Day 49: Music
Monday, 30 November 2015
Day 48: Finishing Thoughts
Today I continued work on the music I was making on Friday. I nearly finished the track, I just need to repeat a few measures and add another solo with the vibrato violin, but other than that it is basically done. After consultation with the other guys, I decided to remove my drum and timpani parts, as they seemed too powerful for the style I was aiming for. I am also going to add a crescendo where the tuba and French horn come in so that it isn't as harsh, and they build up to their full volume. Tonight, I am going to work on making a second background track, and in the future I may make more. Of course we could use all of them, but I want to make a few to see which would fit best with what we want. Tomorrow I will continue that in class, and pitch the idea to the rest of the team. That way once I am finished with all of the tracks, we can vote on which one we like the best.
Day 47: Ambience
Today I worked on the ambience music for the game. (The background music for when the player is travelling.) Currently it consists of about 6 or 7 parts, including timpani, drum kit, full strings, a violin, a French horn and a tuba. I may add a bit more to it later. I am about half way done the track, I just need to add a little bit more to it, and continue with the violin part.After this is complete I will work on the battle music for whenever enemies are nearby. Next class however, I will be getting the ambient music finished. It should be pretty easy, and it surely is enjoyable to be working on.
Thursday, 26 November 2015
Day 46: Tunes and Troubles
Wednesday, 25 November 2015
Day 45: Trail Mix
Day 44: Random Occurance
I have no idea how that happened, but I'm not complaining. I tweaked a little bit of stuff in the player and the arms and stuff in terms of sprites and their placement relative to each other, but it needs a little more work. I am trying now to work on getting a trail behind the bullets, and I want to make them faster; right now they are just way too slow. I found a few pieces of code to do that, but nothing seems to work right now. Tomorrow I think I will work on getting that completed. It should be relatively simple, all that needs to be done is drawing sprites behind the bullet at varying opacity, so that it looks a bit like it is fading. I am either going to spend some time figuring out how to do it on my own, or just take to the internet and implement it into my game. Not sure which yet.
Monday, 23 November 2015
Day 43: Back in Business
Planetbase: All Good Things Must Come to an End
I took a really aggressive approach at my final run towards success. I wanted to try and break past all of the issues I was having in my last attempts, and I managed to find success. I was able to recover from the struggles I was having and I finally can move on and try to reach 100 colonists.
Thursday, 19 November 2015
Planetbase: Goal Setting & Future Plans
Today I want to reach a population of 100. In order to do that I want to get a starport set up, as well as some more food production, more canteens, more dorms, oxygen, water, etc. It is going to take a lot of expansion to be able to sustain the massive amount of workers I seek to acquire, but it will be fun. I also want to get some storage set up for once. I don't have any storage yet in the base, so everything is just sprawled out across the floor, which isn't the best for the quality of the resources. I don't really want them to deteriorate. I have some big plans for today, and it will require a lot of resources, so I'm going to increase production as well... lots to do.
Wednesday, 18 November 2015
Planetbase: First (Official) Playthrough
Tuesday, 17 November 2015
Planetbase: Tutorial Experience
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Here are four basic things you need to take care of initially. A water source, a power supply(solar panel), an oxygen generator and an airlock. |
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Here is an image of a sort of power array that I have set up, with a wind turbine and solar panel each generating power, a power collector for storage, as well as the water generator in the middle. |
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Here is a finished bio-dome, with some plants queued for being built. |
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A more finished product, now that the crops are growing inside of the bio-dome. |
There are some key bindings that I learned along the way as well that will definitely come in handy. For one, you can press Alt and you will be able to see in the top right had corner of the screen at how many resources you have left, and even how much you are losing by rate.
Monday, 16 November 2015
Planetbase: First Impressions
The farther you get in the game, you will achieve some milestones. I don't know the requirements to unlock each of them, but I'd assume that they are just getting certain amounts of items or colonists and such. Once you unlock 5 milestones, you unlock a second level of planet, of which there are three. One basic easy planet, which seems quite comparable to mars, he second being a medium level planet with a nitrogen atmosphere, and the third being much more challenging, with what I'd assume to be high risk of every natural disaster known in the game. However, I have not seen the details on it yet.
Screenshots were taken from a youtube video from a user named Idiotech, whose channel is linked here: https://www.youtube.com/channel/UC0YagOInbZxj10gaWwb1Nag
His review of the game is really nice, and also shows more of the late game concepts, rather than just the basics that I have seen a lot of by now. Here is a link to that video: https://www.youtube.com/watch?v=K_XYaPgJZF4