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| Topic Started: Oct 11 2009, 05:38 PM (2,898 Views) | |
| ashrat3000 | Oct 22 2009, 02:07 AM Post #76 |
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u3d raytracer
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So what are the judging elements of this competition? |
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그대를 사랑해 | |
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| hanson | Oct 22 2009, 02:14 AM Post #77 |
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Advanced Member
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LOL
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| Synexn-Prime | Oct 22 2009, 02:17 AM Post #78 |
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Call me Skarik
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The judging elements? There's going to be a vote over who should be the four elected reviewers. There's going to be another vote to see what group of games will go to the four elected reviewers. The four elected reviewers will squabble amongst themselves over the best. There's four to hopefully prevent ties between them. Really, don't think about that now. @Hanson I added it here too Double warning.
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![]() ![]() ![]() Current Stone: Water : Prepare to help her survive. Sometime 2010. | |
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| ashrat3000 | Oct 22 2009, 02:20 AM Post #79 |
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u3d raytracer
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I meant what are we being judged on haha. "The best" game is a bit vague. Also, are we allowed to keep our textures in a compressed folder. |
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그대를 사랑해 | |
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| Synexn-Prime | Oct 22 2009, 02:28 AM Post #80 |
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Call me Skarik
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Download size is 5 Mb, like someone else said. |
![]() ![]() ![]() Current Stone: Water : Prepare to help her survive. Sometime 2010. | |
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| ashrat3000 | Oct 22 2009, 02:28 AM Post #81 |
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u3d raytracer
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Woahhhh that makes things MUCH easier. |
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그대를 사랑해 | |
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| Despellanion | Oct 22 2009, 11:03 PM Post #82 |
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I can has game yet?
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I thought this was a christmas themed competition? How did procedural textures get involved? |
![]() Brewing something good... | |
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| ashrat3000 | Oct 22 2009, 11:31 PM Post #83 |
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u3d raytracer
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What does christmas have to do with procedural textures lol. The reason that came up is to save space. The game limit is 5mb so making textures procedural is a good way to go. |
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그대를 사랑해 | |
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| Despellanion | Oct 23 2009, 12:00 AM Post #84 |
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I can has game yet?
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Oh, I would just use simple diffuse color and maybe add some specular lighting. Procedural textures sounds too complicated for me. |
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| Synexn-Prime | Oct 23 2009, 12:09 AM Post #85 |
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Call me Skarik
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That's a good way, and probably the best way in my opinion. Procedural textures is fun for some people though. |
![]() ![]() ![]() Current Stone: Water : Prepare to help her survive. Sometime 2010. | |
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| Synexn-Prime | Oct 25 2009, 09:32 PM Post #86 |
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Call me Skarik
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I'm wondering, how you guys doing with your entries? I just learned how to compose MIDI music in Fruity Loops. It's pretty cool how a 10 KiB file has a minute and a half of music. It has some really useful sound effects as well. |
![]() ![]() ![]() Current Stone: Water : Prepare to help her survive. Sometime 2010. | |
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| Eansis | Oct 25 2009, 10:45 PM Post #87 |
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Way Cool
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I didn't know you could apply effects to midi music. |
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| Synexn-Prime | Oct 25 2009, 11:05 PM Post #88 |
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Call me Skarik
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Yeah. All those extra bytes in there...those are all used for reverb, modulate, and more. I still can't figure how to use them since I can't get MIDI playback inside Fruity Loops. |
![]() ![]() ![]() Current Stone: Water : Prepare to help her survive. Sometime 2010. | |
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| Gandalf20000 | Oct 26 2009, 02:52 AM Post #89 |
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Enormous DirectX Newbie
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You have to assign an individual MIDI instrument from a sound font to each individual track. So, you have to take the Microsoft soundfont or find your own, and then assign an instrument to that track. You can mix and match soundfonts, too.
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| Synexn-Prime | Oct 26 2009, 03:20 AM Post #90 |
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Call me Skarik
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Oh, so it works just like a regular mapper, then, right? Kinda how one would map an effect like the limiter to a MIDI control? (though i have no idea why one would do that) Ahh ha ha ha got it working. In the midi, you gotta set the port channel. In the mixer, you create one of those soundfont thingies and set the import channel to the port channel you set and USUALLY it'll do the rest for you, automatically choosing the MIDI sound. Edited by Synexn-Prime, Oct 26 2009, 03:47 AM.
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![]() ![]() ![]() Current Stone: Water : Prepare to help her survive. Sometime 2010. | |
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Double warning.





5:04 AM Sep 3