A Fake orchestra for the real ones

I got Abelton live 12 yesterday and it rocks, max starts up quicker, samples load quicker. Modulators are in their own subcategory. The only thing that I think kinda sucks is the tree view from the instruments is gone and replace with the tagging functionality which I personally don’t like (just because I’ve been doing the same thing since live 8).

Anyways here’s a quick thing I made using the orchestral set from Ablelton (which I didn’t realize was also available since live 7).

Also there’s native auto tune baby!

Game Stuff: New Hud and Angry Gimp usage

I swapped out the health numbers and ammo numbers for the game. Still frame looks alright now but personally I think the ammo count size needs more work. Also the whole thing is sliding off the screen which makes me think I need to recreate the whole UI widget from scratch. The biggest accomplishment here is getting the hex pattern for that health bar. For my 2d art I primarily use GIMP (https://www.gimp.org/) and gimp is usually good about having a pathway to do whatever you need. I would say around 80% of the time you can google “how to blah in GIMP” and you have 20+ years of history to rely on to get some kind of idea on how to do things. For that last 20% the solution is usually involves ripping an image from somewhere else to use as a stencil or as a basis for a built-in filter. In this case it was the latter. Gimp has filters for making a square checkerboard and diamonds but nothing for hex’s except for a “mozaic” filter. Which looks fine on paper but if you’re messing with the alpha you need very exact lines and the mozaic filter makes a pattern that includes a simulated light which annoyingly blurs the edges. However, the edges aren’t blurred by a gradient color (which can be easily fixed) but is blurred by adding a gradient to the alpha.

From here it looks fine.
Zoomed in is where troubled can be seen.

I tried everything to get rid of these edges but failed miserably: edge detection, thresholding, median blurs, contrast and color selection all seemed to maintain the gradient off the edge lines. I eventually gave up and used the suggestion from “chaz_prinz” here: https://www.reddit.com/r/GIMP/comments/rg5wt4/creating_a_borderless_hexagon_gridpattern/ and ripped a hex pattern from the internet to generate a black/white image which I was able to use for the pattern.
I ended up with a pretty nice pattern here:

Which I threw into a filled green rectangle to get the health bar above (plus some trimming/filling around the edges). I think the result is quite nice and fits the whole old-er school vibe that I’m going for. I might make it red just to fit the obvious ascetics from every other game in existence but I figure I’d fix up the ammo up first.

Captain Jack Loop-o

Another loop for the loop archives. The bass in the back sounds a bit like “someone great by lcd soundsystem?”

But they did it with analog synthesizers so I guess they’re better…(In addition to making full songs but let’s ignore that one).

Lean With it

Added Leaning to the game and did some work on the reactions to different kinds of physical materials.

Gun still clips a bunch but it’s better than it was. The leaning needs more work but I figure to do that properly would require some kind of timer setup which I really don’t want to do at the moment (will add further layers to my not amazing blueprints).

Anxiety in Music Loop form

I’ve been using ableton for years and I never played too much around with the loop setting in operator.

Lower Left corner of the black box in the center

What this does is that it loops the pre-release portion of the envelope for the selected oscillator. This lets you make generative sounds that are just a bunch of pops and clicks. If you get creative with the chain settings ( the yellow, cyan, purple and orange boxes)

You can really make some weird stuff.

Progress?

Been doing more with the game and got to the point where levels are starting to feel like levels and my “assetImports” folder is blowing up.

More work still needed but I’m starting to get a warehouse vibe that I think I’m going to roll with until it gets stale.

I pretty much gave up on the hit reactions for now. If I come back to that I think I’ll need to make a human-style character, then look through some unreal tutorials before I can move back to the bot.

Loops McKenzie: The cool one of the group

Loops McKenzie: The cool one of the group

Yes, I’ve been slacking so I went back into Abelton as a therapeutic exercise.

Nothing special here, but it’s one of those things that I really should flesh out as a song. You can hear something more that if I spend more time on I’d probably get.

On the game front I’m struggling getting some of the physical animations to work. Mostly because 90% of the documentation assumes you have a human based skeleton, I’m working with this abnormal weirdness. But no worries it’s a matter of time at this point.

Loop City Feat. Me

I had another loop that I made a few days ago, which I didn’t like at first because it sounds very much like a videogame background music. However, I spent some time Eq-ing it and it’s quite pleasant (But it does sound like video game background music).

It reminded me of some early 2000’s indie games. Specifcally FEZ:

Which the comparison is definitely an insult to fez haha.