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Author Topic: Gameplay videos  (Read 93758 times)

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May 07, 2010, 06:55:29 PM
Reply #15

Offline Namo

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Re: Gameplay vidoes
« Reply #15 on: May 07, 2010, 06:55:29 PM »
You should make that "Worse Day" video public :D  That was tops

May 07, 2010, 07:28:04 PM
Reply #16

Offline CutmanMike

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Re: Gameplay vidoes
« Reply #16 on: May 07, 2010, 07:28:04 PM »
That's up to press start  :p

May 07, 2010, 11:23:10 PM
Reply #17

Offline CutmanMike

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Re: Gameplay vidoes
« Reply #17 on: May 07, 2010, 11:23:10 PM »
http://www.youtube.com/watch?v=wcSofblc_b0

Again the quality died on me. ONE DAY I will get it perfect

May 08, 2010, 05:59:11 PM
Reply #18

Offline Vaxis

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Re: Gameplay vidoes
« Reply #18 on: May 08, 2010, 05:59:11 PM »
I was so happy to see Sparkman's map x3. Also, I loved seeing Water Wave in action, probably because it looks more fun to use.

Haha. Drill Bomb to the face.

May 08, 2010, 06:08:43 PM
Reply #19

Offline Ivory

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Re: Gameplay vidoes
« Reply #19 on: May 08, 2010, 06:08:43 PM »
That looks so awesome. Good Work.

May 08, 2010, 06:18:27 PM
Reply #20

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« Reply #20 on: May 08, 2010, 06:18:27 PM »
.

May 11, 2010, 04:34:31 AM
Reply #21

Offline CopShowGuy

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Re: Gameplay vidoes
« Reply #21 on: May 11, 2010, 04:34:31 AM »
I've been meaning to ask, will the Spark Man stage music be fixed to loop properly?  Or are we still lacking a way to do that?

May 11, 2010, 08:18:03 AM
Reply #22

Offline CutmanMike

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Re: Gameplay vidoes
« Reply #22 on: May 11, 2010, 08:18:03 AM »
We are still lacking a way to do it. I tried oggs, but can't set a loop point for them. So for now, until I find a way, we're having oggs that fade out THEN loop.  :mad:

May 13, 2010, 03:31:59 AM
Reply #23

Offline CopShowGuy

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Re: Gameplay vidoes
« Reply #23 on: May 13, 2010, 03:31:59 AM »
Well, there might be a way for me to do it.  My brother is in the sound editing business and he most likely has a program that can do what needs to be done. I've been "tampering" with his computer while he's out and about and from what I've messed with, I should be able to properly loop the few tracks that actually need them (I do a bit of sound editing myself).  

I need you to tell me how the game makes them loop (any info would be helpful).  Is it all executed from one MP3?  I'll ask my brother how to properly do it when I see him.

Songs that need proper looping:
Bomb Man
Guts Man
Cut Man
Elec Man
Ice Man
Fire Man

Flash Man
Bubble Man

Snake Man
Needle Man
Spark Man
Magnet Man
Top Man

Toad Man
Bright Man
Pharaoh Man
Ring Man
Dust Man

Gravity Man
Gyro Man
Napalm Man
Stone Man
Charge Man
Wave Man

Wind Man
Flame Man
Plant Man
Yamato Man
Knight Man

29 tracks.  A pretty tall order.  But they take only a few minutes each to do and I have 4 uneventful days ahead of me.

May 13, 2010, 08:19:03 AM
Reply #24

Offline CutmanMike

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Re: Gameplay vidoes
« Reply #24 on: May 13, 2010, 08:19:03 AM »
Right now they're just oggs without loop points. But Skulltag supports many sound types (except NSF unfortunately). If mp3's can loop perfect (I don't think they can) that's always an option. Also the lowest quality (that's bearable) should be used, as there's a ton of tracks. If you try one I can stick it in the game and see if it loops ok.

May 14, 2010, 01:36:00 AM
Reply #25

Offline CopShowGuy

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Re: Gameplay vidoes
« Reply #25 on: May 14, 2010, 01:36:00 AM »
Alright, well currently, I can only seem to create separate files.  One for the song's intro and one for the looping sections.  All tutorials that I've been able to find on the subject just suggest cutting and pasting the looping part, thus creating a huge unworkable file.  But I know those are both something you could have done on your own, so that can't be right.  

My brother said he never had to do such a thing where a track would play an intro and then loop a specific part of the song over and over all in the same file.  Is it possible to have the intro play and then switch to a separate file dedicated to looping?  If not, I'm not sure I can do much to solve the problem. :?

May 14, 2010, 08:09:07 AM
Reply #26

Offline CutmanMike

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Re: Gameplay vidoes
« Reply #26 on: May 14, 2010, 08:09:07 AM »
I don't think there's anyway to detect what part of a song has been played to then jump to a new song. Argh why is this such a pain in the ass? If the NES can do it why can't this  :evil:  I guess I really will have to wait for that NSF support

June 11, 2010, 03:44:52 PM
Reply #27

Offline CopShowGuy

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Re: Gameplay vidoes
« Reply #27 on: June 11, 2010, 03:44:52 PM »
I'd hate to get your hopes up and then squash them again, but would something like this be able to help with the looping thing?

http://www.wavosaur.com/features.php

I tried it out and added some loop points to Spark Man's music (in WAV form.  The loop markers disappear when you save as an MP3).  Could you test it and see if it works?

June 11, 2010, 05:03:31 PM
Reply #28

Offline CutmanMike

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Re: Gameplay vidoes
« Reply #28 on: June 11, 2010, 05:03:31 PM »
How big is the wav? Try to compress it as much as you can first. Mega Man music doesn't exactly need high quality mp3s. Also change it to mono if it's not already, that seriously helps.

June 11, 2010, 05:43:08 PM
Reply #29

Offline CopShowGuy

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Re: Gameplay vidoes
« Reply #29 on: June 11, 2010, 05:43:08 PM »
2400KB is the file size.  That's in mono track form as well.  Compression doesn't seem to change the size much.  That's pretty big compared to the 600KB MP3 that I used as a source...

 :?