Posts Tagged ‘resources’
Random music composition tools. Better music means more polished games. Random generators are fantastic for inspiration, even to hardcore composers. Compiled with the help of Zeik and ChainedLupine in the LD chatroom.
These are all free except Easy Music Composer, and ACS which is shareware and in my opinion is amazingly useful even without a pro license. For me at least, ACS has an almost 1:1 ratio of success; it prompts immediate inspiration. I’ve personally found Wolframtones to produce quite meaningful ideas as well
Kindly suggested by AdventureIslands in the comments below. This is quite mind-blowing in fact.
Wolframtones <- algorithmic, very interesting pattern. Has preset genres like jazz, world, rock, etc.
http://www.soundhelix.com/ <- Sound Helix cool pattern-based compositions
( http://www.soundhelix.com/audio-examples )
Circuli http://www.earslap.com/projectslab/circuli <- ambient generator
Easy Music Composer http://www5f.biglobe.ne.jp/~mcs/emc.html
http://hp.vector.co.jp/authors/VA014815/music/English/autocomp.html< very very useful musical ideas. This is a must
Greasemonkey’s Autotracker-Bu <- Run “python autotracker.py”, you will get an .it file, then use your favorite tracker ( like http://schismtracker.org/wiki/Schism%20Tracker ) to export it to .wav or .mp3. ( link and description provided by jarnik )
http://www.bemmu.com/music/index.html <- music driven by a simple math formula. interesting convoluted results
http://www.earslap.com/projectslab/otomata <- freeware online version, paid iOS app
Please signal boost this post and if possible get it on the official site. What is a community without communal spirit!
Also be sure to suggest more of these
For those of you without a lick of musical talent, there is hope for getting something music-like in your game.
First, see this LD post. The link in that post is dead but there appears to be a version up on github. Note that the Ludum Dare tools page links to an earlier version of autotracker, but that link is dead too. See my LD23 entry for a sample of the music generated, though it creates a variety of tempos and moods that all sound very 8-bit. The general approach is to generate a ton of songs and pick the one that best fits. You can load the output into a tracker to mess with it if you have more talent than I.
Next up, for a little more control, there’s Lemon’s Procedural Music Generator. You control the number of tracks, instruments used, and algorithm+seed for each track. It uses your default midi device, so it will probably sound very 8-bit. Record is supposed to export to midi, but it wasn’t working for me, so manually recording the audio is probably the only other thing to do.
Lastly, Otomata creates music with a very particular feel to it. Here’s an example of something that I put together when I should have been working. You have control of how many automata there are and what their starting orientation and position are. After that, they follow some simple rules to make sounds.
It’s probably worth mentioning WolframTones. It can produce a variety of music, but the license excludes it from any real use. This post has a discussion on it.
Hopefully one of these resources will help someone out. If anyone has any other resources, please reply!
[Edit to add direct link to autotracker-bu]
Looking for established high-profile music? Don’t want to search websites for that one awesome track?
Then go check out Matthew’s Big List of Public Domain Songs!
Features several dozen folk-songs and classical pieces, used in such games as
- Vampire II: Bloodlines: The Masquerade (at one point in the background)
- Unstoppaball DX (shameless plug) (sorry)
Go check it out. Also features some pointers to locate more awesome usable tracks.
Well it’s taken about… 18 hours? Like 18-20 hours. By the time I had finished up the map, mouse scrolling, forests, mountains, houses, roads, skyscrapers, and the bulldozer, I felt like there was more than enough in Simini to justify its release into the world of Ludum Dare #23.
So here is the rundown. Simini is a miniature Sim City-esque game, though at the moment not nearly as deep. You have three kinds of structures you can build: Houses, Roads, and Skyscrapers. Houses generate resources based on what’s around them. So, for instance, if a house is placed near a forest, it will generate 1 wood per second.
Roads are basically like… the Zerg creep. You can only build houses, skyscrapers, and other roads within the vicinity of a road. To alleviate the obvious problem of “well crap, what if I destroy everything?” the player can place one free road anywhere on the map if there are no other roads. Roads are also the only structure that can be built over water and are therefore the only way you can access the other islands… for now. Airports are on the list for buildings I want to include in the future.
Skyscrapers generate money. Money doesn’t have any use yet, but I’d like to think in a future update it could be used for other kinds of buildings and potentially even public projects like parks or random events. Skyscrapers need to be placed near houses, so essentially they’re a resource generator that you build.
The other two icons you’ll notice on the bottom are the hand icon and a bulldozer. The hand switches you back to the default pointer. The bulldozer lets you destroy anything you’ve built and get back 50% of its resources. Will be handy later on when I can figure out resource destruction. I’d much prefer it if resources ran out after a specific amount of time, making them more limited in the world. The bulldozer will also be great when there are more building types and you feel like redesigning a town.
As per the rules of Ludum Dare, the source “code” is included, but as it is an MFA file you will need Multimedia Fusion to open it. The game itself currently only runs in Windows. I made a Flash test version and, trust me, you don’t want to play a 62×78 game with mouse scrolling in Flash. With the standalone version, however, you can hit Alt-Enter to fullscreen for a much less frustrating experience.
I will definitely keep picking at Simini as the year continues and get it into a form good enough for the IGF Pirate Kart. For now, hope you enjoy what I managed to whip up in well under the Ludum Dare time limit!
So I’ve been looking back as far as October for this post for indie devs. It was a link to the ultimate list of resources from actually setting out your indie development company, legal info, sprite/code resources, and etc. I looked through it with glee all those months ago but forgot to bookmark it D: If anyone can point me in the direction of this magnificent post, please don’t hold back Thanks to anyone who helps or just reads this
I’m planning to use Unity for LD19 and was wondering if people had resources they’d recommend or share such as code, urls, blog posts etc. I’m especially interested in 2D tips and tricks.
PS I made a post on /r/gamedev too: What Unity Resources Would You Recommend for Ludum Dare 19 (Dec 17-20)
Added resource production in industries, and listing of how much resources are in demand or for sale. Also added money, including loans and cost to run trucks.
What’s left for there to be a game at all is truck management, like giving orders to a truck, buying/changing trailers for a truck, and buying and selling trucks.