pepnou

Ludum Dare 50

KRANT update

Thanks for the feedback we received until now and congrats for everyone who participated (or is still participating in extra) !
We are still short of some votes for the 20 votes limit, so come play if you have the time :)

We just added a small update on krant to allow changing the font, which some found to be unreadable (understandable claim).

Also if some are into modular synths, here's our setup using voltage modular: krant-synth.png

Ludum Dare 51

Modular Synth for generative music in Cubical Mayhem

https://ldjam.com/events/ludum-dare/51/cubical-mayhem

With Comment on the music of our game ranging from annoying to perfect, i felt the need to explain a little bit how we created it.

Rather than the standard music creation workflow, where you assemble samples from different instruments, we went with the generative music path. What is generative music you ask ? i'd say it's genre of music where you define rules to create your sounds. It may or not rely on randomness.

In Cubical Mayhem we used the software Voltage Modular which allows you to create blocks and chain them to generate sounds. Some block are oscillators and output sound, some generate trigger, some allow you to modulate the effect of something, etc.

So, here's our setup: VM-theme.png

It looks like a giant spaghetti mess, but it remains rather simple, i'll create groups to see more clearly: VM-theme3.png

Everything starts at (1): the sequencer, here we generate a ... sequence ... of triggers, we used these triggers to generate a new random pitch (2). Based on this pitch, we create two other pitch 3 and 7 notes higher (5). Those pitch are then used in two oscillators. We now have sound !!

It would be rather annoying because the sound would always play at the same volume. To fix this, we add an amplifier and an envellope generator (7). The enveloppe generator generate a signal when receiving a trigger, this signal goes from 0 to 1 with a delay, stay there as long as you hold the note and decay back to 0 after that again with some dalay. By controlling the delays, you control how the volume behave each time you send the trigger. The amplifier simply multiplies the sound volume by the signal from the envellope generator.

We then add some effects, reverberation and sound phaser (8) plus percussions (9) triggered by the sequencer and voila!

We also added a variation were the pitch used by the oscillators switch (4) between the random pitch generator (2) and a fixed sequence of pitch (3) based on a timer.

All was left to do was to record some of it, try to make it loop somewhat seamlessly and put it in the game!

I hope this was somewhat interresting and gave you a preview of what you can do.

I almost forgot: come play our game :) 51812.png

Ludum Dare 52

Come play Fall's Tome !

Come play Fall's Tome, a relaxing game about photography & discovery.

Dont wait any longer, pet worm is waiting for you Capture d’écran 2023-01-10 092227.png

Ludum Dare 56

On things that don't matter

Have you spend more time than necessary for an almost useless feature ? Welcome to the club.

In Patchonomicon, our game about sewing little creature together, you place these little patch of cloth together and try to get the currect shape and color. But placing them on top of one-another wasn't enough, i wanted to add the stitch pattern.

And here i go, spending multiple hours to implement this.

First i'll add another sprite renderer to each shape, with a transparent white texture on a special layer. A dedicated camera record this layer and stores the result into a texture. transparency1.png

Then, we added another sprite renderer to store the stitch pattern of each shape with a custom shader to mask the texture based on the white level of the transparency texture. As the transparency texture is ... transparent ... when multiple shape are place on top of one-another, the intersection of the two is brighter on the transparency texture. We can now use the transparency texture to mask the stich pattern, after figuring out how to do the translation from world space position to UV on the transparency texture using the camera render size & position ...

Here the result: stitch.png

It doesn't look bad but it would be great if the shapes were bigger than 1cm ... :face_palm:

Anyway, come play our game :) banner.png