This might be better if I didn’t make it on a computer

I dig the vibes from this but there’s a few big issues:

  • The bass sounds midi as hell, like doom 1 level of computerization
  • I had trouble mixing the drums, I dug how robotic those sounded but it was hard balancing it with the lead synth
  • The Lead synth is cool as hell but really I would’ve rather a real distorted as hell guitar

Maybe I’ll go grab a crappy guitar and re-record this with real stuff to see if the problem is the lack of humanization or if it’s just a poorly thought out song in general. My bet is that once I try playing it, I’ll see some weirdness that will change the underlying song to be more of a real thing.

“We have several items for purchase!”

I made a store stand that I’ll put a bipedal robot behind to be a shop owner. It’s currently not scaled or setup right to work. I think I’m going to make the lightbulb it’s own object that way I can swap colors on the fly. Right now I kept them in because I wanted to see what they would look like on the wire there. On the counter is a cardboard tip box and a metal lock-box.

Behind the Counter is a metal bucket (filled with what? Idk) and a generator that I’ll probably break out into it’s own object also.

In addition I wanna put a decal on the sign up top to say something like “robot killing weapons”.

Also I need to copy +paste the table a few times to make a full stand kind of thing. The proportions are definitely off so when I pull it into unreal it will be flippin’ huge. But before I do any scaling I’ll need to finalize everything on the table and fix up the wires so they’re not as blocky. Flat shading is fine but I think I can keep that vibe but put some wood texture on it for the next go around.

Grenade and stealing music to make more music

I have a few cassettes of older music that I wanna sample and put into something in Abelton. Why use cassettes? They’re cheap as hell, this one was $4 from my local record store.

I also made this guy:

Simple enough, getting it in game went smoothly. I don’t think I want to make this a first person model I’ll probably just attach it onto the front of one of the bots to make a kamikaze bot that rushes the player.

I also spun up a quick “use” system, which is just a ray-trace off the front of the player’s camera to whatever is in front of them. Then I made a generic “usableObject” interface which receives use commands that anything can implement.

This will be the first usable thing:

Idk what it will do but my hope is to make quick chat logs when you press use, or even a buy menu.

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).