Since I got a SodaStream, I haven’t had any brand soda, except for at restaurants. I absolutely love how easy it is. It takes less than a minute to make a liter of soda, and they come in a huge variety of flavors, like classic cola, ginger-ale, cream soda, and even energy drink. And I do it all while saving tons of money.
The best part is that the more people start making soda at home, the more we’ll all be helping the planet. Hundreds of thousands of cans and bottles are being thrown away every second. What if there weren’t any more cans or bottles to be thrown away?
Check out this article to learn how you can help save the world by making soda at home.
The filthiest drop, beats, wobbles, and wubwubs on the internet are all right here.
Check it out now! Download the songs you like, vote, comment and more!
I just made a single page where you can see a diagram and a video demonstration of every single guitar chord! It doesn’t matter if you play acoustic guitar, electric guitar, Guitar Hero, or air guitar, this is one of the best resources you’ll find for any chord you need.
I grew up playing NES, and because of this I have a very fond affection for 8-bit music. So for the enjoyment and knowledge of others, I’ve written a short intro to the world of chiptune music, discussing soundwaves and channels, along with a tutorial on how to get started making your own 8-bit music using the free open-source program FamiTracker.
Visit this page here to read all about it and to listen to my own experiment with FamiTracker. If you have any interest in the NES at all, I guarantee it will peak your interest and you won’t be able to resist giving it a try for yourself!
If you use Pro Tools, you know how awesome it is. There’s only one problem with it. It can’t use the most versatile format of soundfonts: VSTi. Until now, the only way to quickly convert VST to RTAS or any format that PT can use has been to purchase FXPansion for $100. Psshh, forget that!
I’ve discovered a legal, fast, and free way to easily convert any VSTi (not plugins, but the actual soundfonts) into NKI format which Pro Tools can use without any trouble in the Structure Free plugin that automatically comes with PT 8 and up.
For the full step by step tutorial, check out this page right here.
EDIT: I’ve gotten busy with a lot of other things, so I’ve put this aside for now. I don’t know when I’ll return to it, but I hope to at some point.
I’m planning out a new game that will have gameplay like Gyromite (Game B), one of the few games for NES that made use of ROB. This game will be a bit more action-packed, though, because you won’t just be playing through black-background levels with no storyline. In this game, you’ll play as a ninja who suffers from sever narcolepsy. He first went to save a princess who has been captured by an evil wizard but feel asleep, got captured, and was thrown in the dungeon. He won’t let a little nap get in the way of his duty though! He will make his way through three levels of the castle (dungeon, main, and roof) while asleep, avoiding guards and other enemies along the way. The player will control the pillars in the castle in order to help him along his way.
I’m thinking of adding a boss fight at the end, where he wakes up, and the player finally gains control of the ninja himself in order to defeat the wizard. Or I might just have a comical cutscene where the ninja falls on his head and knocks him out or something.
I’m planning on making this using Stencyl, just to show everyone that it can be used to make proper games, and not just to steal the demos 🙂
The artwork will be done as bitmap (pixel art), and ktluvsice has already begun by making the ninja and the pillars.
Alrighty, first post to my dev/complog. Here, I’ll update the happihaps in what’s going one in my flash game developing and, more importantly to me, my game music composition careers. Fair warning: since this is the first post, it’ll be pretty long, so let’s get started!
Note: You can read more about my personal life and my motives in the “About” page, if you’re interested.
Anyway, I’ve got a few games up on my Kongregate account, along with a handful of ear candy.
Delver is the only game that I did entirely by myself. For everything else, I did the programming and the music, while my girlfriend (known as “ktluvsice”) did all the artwork. Be sure to check out her profile page, too! I came up with all the concepts for the games though. That’s why they’re on my profile 😉
Piano Dancer was a game we made for the “Experience the Music” contest on Kong. It’s sort of a piano version of Guitar Hero, but instead of hitting notes to the beat, you just have to move your move left and right to catch them as they fall down. Also, since we weren’t allowed to use any copyright music without permission, I made retro versions of a bunch of classical songs. I personally think the game’s pretty cool and a lot of fun to play. Unfortunately, dear ktluvsice was fairly new to pixel art at that time, so the graphics aren’t the snazziest, and anytime you have a contest like that, people who desperately want their favorite developer to win will start spam-voting every other entry down. Thus the rating on it is currently a lot lower than I feel it deserves. But hey, whatcha gonna do?
Sky Song was also made for the same contest, although rather slap-dashedly. A lot of other developers were entering more than one game, so I figured I would too just for fun.
Space Crashers was made for the GiTD contest #20 that’s held every few weeks by Kong’s own Unknown Guardian. It’s basically a backwards launcher game. Instead of trying to get a hedgehog into space or something, you have to try to crash a meteor through the earth and reach the moon on the other side. It was a fun time, just trying to make the best game we could in three days. It was a really ambitious effort though, and I’m still trying to work up te nerve to expand and improve upon it.
When making SunGet for GiTD #21, all we had in mind was to make something simple, and that’s exactly what we did. Minimal thinking paid off, too, because we ended up winning that contest. I don’t know if I’m going to do anything more with that game, though, unless I get some sort of brilliant idea about it.
Finally, our most recent game Ostrich Away was made for GiTD #22. We ended up going right in the middle of over-ambitious and minimalistic. It’s just a runner game where you’re playing as an ostrich trying to escape from a stampeding herd of buffalo, and you have thirty seconds to fly away. I felt the need to add an upgrade system, and there’s where the problems started. Since, we only had three days, there wasn’t enough time to really even do much alpha testing. It ended up getting a lot of positive feedback that was drowned out by so many complaints about the bugs in it. However, this has been one of my favorite projects yet, and I’m definitely going to spend a lot of time working out all the kinks and adding more to it 🙂
I current have quite a few irons in the fire as far as that goes. I’m working on the soundtracks to four RPGs and a few other private projects that I can’t mention quite yet 😉
Much more to come! Be sure to check in every week or so to read more exciting tales of mystery, horror, and romance!