The fog is coming.
And by “the fog,” I mean more posts. Maybe.

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@randommcsomethin
The fog is coming.
And by “the fog,” I mean more posts. Maybe.
Polishing Phase, or Why I Decided to Add a Lamp to LRRS
With the release date on the horizon and a playtest build about to be released (check my Discord for that!), now comes the phase of development where I iron out bugs and solve little problems which could cripple my game. As the old programmer’s proverb goes...
First Post! Also, Dynamic Music
Hey, so this is my first post to the Tumblr blog! Hello, Tumblr!
Anyway, I mainly intend for this place to be a massive dump for all of the nerdier aspects of the game’s development I don’t want to pester my friends with.
In this first post, I’ll talk about the basic dynamic music system. By default, the game gets three music channels and one sound effects channel:
The first music emitter is used mostly for the basic music that plays in the background. The next two emitters are where the magic happens. These emitters get muted initially, but music can still be played - and synced with the main music - on them. By fading the emitters in and out (like in this simple toggle object), we can make each version of the track fade in and out seamlessly:
In the future, I might also be able to have three or more “layers” over the original song which can be switched when necessary. As for the current dynamic tracks, however, I simply take the original track and add some extra bits to it in FL Studio. Due to my lack of project files for many of the current songs, my options are a bit limited, but adding only a few basic layers can still retain the base components of the track.
Here is an example of this system at work:
Anyway, that’s all for this post. I literally made this spontaneously to show someone how it works, but I hope you found it slightly intriguing. I’ll definitely post more about this project in the future. I’m really enjoying this whole Tumblr thing.
Have a good night!