That's pretty hot... Not really feeling the lateral button layout or the back triggers placement.. seems uncomfortable... but then again, the NES had lateral buttons and I loved that.
257 Sep 1, 2015 11:36 pm
Re: Raspberry Pi Emulator Handheld Kickstarter - Already Funded (2 replies, posted in General Discussion)
258 Aug 29, 2015 11:20 pm
Re: can't get past bassline, first chiptune, advice appreciated (7 replies, posted in Collaborations)
Hum along to it until you find something that fits nicely
259 Aug 28, 2015 6:17 pm
Re: POCKET FOX ::: SALTWATER EP (chipsurf, lo-fi, bitpunk) (12 replies, posted in Releases)
Sweet!
260 Aug 26, 2015 2:33 am
Re: 1-Bit Forum Compo 2015 (6 replies, posted in Other Vintage Computers & Consoles)
Thanks for bumping this. Almost missed it
261 Aug 23, 2015 11:38 pm
Re: Wierd contrast issue with DMG gameboy (10 replies, posted in Nintendo Handhelds)
SketchMan3 wrote:Which is under and which is over?
Oh this was merely a metaphor. You see if the original pot is 30k, then when it's on 0 Ohm position the screen is white, on 30k - black. Now if you put 20k I it will never be fully black as if it was on 30k, therefore it's under-sensitive - because you turn the wheel the same distance but you achieve smaller resistance (20k, as opposed to 30k).
Let's apply this logic in reverse. If you're having a 50k the 2/3 way through the turn of the wheel you already reach 30k therefore your screen will turn black faster. This is what I meant by over-sensitive. Again = same turn of the wheel but larger resistance.
I admit it was a bad metaphor. Just discard it an use any of those, or better find 30k and be happy.
You explained it perfectly. Thanks
262 Aug 21, 2015 3:44 am
Re: Emotion (2 replies, posted in Releases)
I like this. So much. I don't know why. But I thank you :,)
263 Aug 18, 2015 8:32 pm
Re: Wierd contrast issue with DMG gameboy (10 replies, posted in Nintendo Handhelds)
but you can put 50k or 20k, it will work but well be under or over "sensitive" so to speak.
Which is under and which is over?
264 Aug 14, 2015 9:45 pm
Re: Problems recording lsdj from DMG gameboy (19 replies, posted in Nintendo Handhelds)
is audacity set to record in stereo on your windows 7?
265 Aug 14, 2015 9:42 pm
Re: Help with Wave Screens LSDJ (7 replies, posted in Nintendo Handhelds)
because you have it set to Manual
266 Aug 14, 2015 12:08 am
Re: Serious Remixers wanted - gameboy rap/hip hop (7 replies, posted in Collaborations)
Looks like the link is no click able. But that's the link.
Try adding http:// in front of it
Edit: Also, Edit button
267 Aug 12, 2015 11:14 pm
Re: SoundClub for dos (13 replies, posted in Software & Plug-ins)
I've been using Soundclub NT for several years. Was too lazy to DOSBox the DOS version, haha
268 Aug 11, 2015 5:53 pm
Re: Beepola (6 replies, posted in Other Vintage Computers & Consoles)
you can't just "make drums": beepola is a frontend to several ZX beeper engines, so most of them are supporting drums (QChan, Tritone) while some are not (ROMBeep). Most of the time drums are only click drums so you just have to enable them (add 1 in the drum column) but some others supports variations. You generally can't modify the sounds of either the instruments or the drums, they are fixed by the engines. But some of them allows variations, like Phaser1.
You can get all informations on http://freestuff.grok.co.uk/beepola/help/intro.html
I actually found two "drums" with ROMBeep, using the two highest notes. they make a rather (dis)pleasing ( ) percussive sound. http://chipmusic.org/sketchman3/music/l t-zxbeeper (drums start @ 0:28)
Edit: Also, Special FX engine can get an "808 cowbell" sound using the two highest notes as well. hehe
269 Aug 11, 2015 5:07 pm
Re: I've been making audio for this game... Frauki's Adventure (11 replies, posted in Constructive Criticism)
Maybe I should make some room in the high end of the music and let the sfx occupy that space...
Ooooh... that does sound like a good idea, from a sound design point of view. Especially for a retro-styled game.
270 Aug 9, 2015 11:47 pm
Re: I've been making audio for this game... Frauki's Adventure (11 replies, posted in Constructive Criticism)
I appreciate your input! Do you think you could elaborate? This is my first time doing sound for a game so I'm very much looking for any help I can get. By "energetic" do you mean it sounds too upbeat or that there is just too much going on, like frenetic, or is the music too melody driven for your taste? Something else? Sorry to pry I just wanna do the best job I can!
Maybe a little of all those things. Looking at the game, i would imagine something more atmospheric and warm. It may be that the "bit" sounds are a bit too bright sounding to my ears. Too much treble? But then again, the composition style reminds me of Jill of the Jungle, and so do the visuals. it may be the gameplay itself that feels off to me. Not sure. But the best thing to do is to do what you like, at the end of the day.
271 Aug 9, 2015 11:18 pm
Re: I've been making audio for this game... Frauki's Adventure (11 replies, posted in Constructive Criticism)
Pretty neat. I like the health/attack system. It also feels vaguely reminiscent of Jill of the Jungle, which is really cool. The music and sounds seem... more energetic than is required for the gameplay, but it's enjoyable to listen to.
272 Aug 9, 2015 11:01 pm
Re: Beepola (6 replies, posted in Other Vintage Computers & Consoles)
did you try looking at the information that can be found in the Help menu? it's like... incredibly straightforward. To make a new frame just enter the number of the frame into the frame chain at the top