hi! i’m vivi, i’m an electronic composer and gamejam generalist. i’ve done a little bit of freelance music for games and i really want to do more, it’s been a a blast so far.
i post larger works/soundtracks on bandcamp and miscellaneous singles on soundcloud.
hello everynyan
my name is ash/gyoza and i am somewhat of an aspiring gamedev/artist/creator of something of value, eventually. most of my time as a hobbyist game dev has been spent screwing around in rpg maker 2003 (which is still the best one, btw). i’m critically afflicted by this-isn’t-good-enough-to-show-anyone-itis but i hope to be able to change this someday!!
i found out about aregamesart a little earlier today, while snooping around for info about fantasy consoles for some reason. i haven’t used forums in a long time (i mainly frequented starmen.net’s romhacking community a decade-ish ago) but this seems like a chill place & a nice reprieve from the doldrums of social media and discord chatrooms
Hello My name is Loogi, I’m a Mexican 16 y/o that like Video Games
I use Godot and Aseprite, I make everything myself except the music which I’ve been getting a slight grip of recently
here’s MyWebsite with some of my games and more links and a dump of my interests and stuff
Hiya. It’s cool to see a personal interest site. That takes me back. Before everyone had social media accounts, everyone had a website on Geocities or Angelfire or whatever.
Hellooo, you can call me Kevin or Kev. Came here from Starmen for an alternative to the RPGMaker forums (love the engine, the community on the other hand can be hit or miss). I’m a lover of RPGs, VNs, and won’t shut up about a novel/film from 2003/2011, haha!
Me and my bestie made a 20-30 hour long RPG together, you can find it here if you wanna check out our work X>
I’m always interested in how RPGs end up being as long as they are. Did you plan for it to be that long, or did it just turn out that way? What was your process for building content?
After fully planning out everything for the story, we had planned for our game to be long. We just didn’t expect it to be, well, 20-30 hours in total. It kinda just happened (not that I’m complaining though) X"DD
Me and my bestie are self-taught artists and character designers, so we already had ideas out of the gate, it just took a lot of time to be able to properly develop them into full-blown stories. A lot of things went on during development, but if I were to speak of them I’d be here all day, haha!
the rpgmaker event editor is also pretty abstract to parse when it comes to how long certain sequences might actually take to play out. for example an event with a ton of deeply nested conditional branches could look like a super huge cutscene but exit very early, and in the raw text layout its just hard to judge based on looks. very very easy for the scenes to just balloon into really long sequences, and then you add the time it takes for players to navigate across the map, interact with other npcs, etc, it gets longer than youd think pretty quickly in a way that you only find out when playtesting
Some simple events took ages to set up 'cause of how long they were in the editor compared to the playtesting process, but we’re glad we could figure it out X)
to get back to intros:
Hi I’m Zalinius, I’m a die-hard java programmer and have somehow turned that into gamedev. I like to do really mathy and programmy stuff, so please talk to me about that. I’ve also foolishly decided that my game music should be done programmatically (sort of like real time midi) so yeah, kinda just trying to turn math and computation into marketable gamedev with my partner.
If you want to see this dumb shit in action go here https://zalinius.itch.io/ but I’m just happy to talk about anything
hey hi welcome to the site! always curious to hear how folks stumble into this place
would love to hear more about how that is done some time - are you just arranging music here or is it something like realtime synthesis as well? i feel like a lot of https://nifflas.itch.io/ might be inspiring if you havent seen this
I was told about this nice place by my partner Darzington (she should show up here at some point), and she heard about it from playtesting Antiquity’s Minerva Labyrinth!
This is super cool! thanks for pointing me their way!
For my audio, it is fully real-time synthesis directly in the game code, no samples or music files. It allows for neat tricks like changing the playback speed, mode, synths and rhythm in response to gameplay, all without audio artifacts (which isn’t very easy/possible with exported audio). A fun side effect is since all the audio is in source code, the addition of sound to a game doesn’t inflate the game’s size and contributes mere kilobytes.
The games I work on aren’t particularly musical, they just have adaptive music. Mostly because I’m not very skilled/experienced musically, but practice makes perfect! I’ll make sure to write about it more somewhere on the forum. I’m always interested in suggestions and feedback, and it really seems to me like a cool way to put audio in games.