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@dethmetal - That's actually a very good idea, since I've been doing the same thing with my story for the past 8 months or so, now, just to make sure that everything is right and I can plan out everything else around the story scenes and sequences when it's finished. Probably a better idea than just going blindly into the night and type the bloody thing as you progress through the game; eventually, you'll need to return to the story and fix it because so much has changed when you finish the game in the end, so kudos. ^^

Speaking of stories...today's list of events for me include:

* Writing down two new game ideas to the ever expanding list (up to 112 with a ton of older games to type down when I get a chance)

* The Aquatic Adventures Of Scuba Steve's final music tune-up's (finished Sugar's last night as I -- really -- didn't need to much for that game).

* Story proof reading / editing (or, what I like to call: New Game +, but with reading! READING!!! Should be some fun!)

* Final equipment / character list to be finished during the week.

* Play Monopolo (seriously, I need a break and need to play SOMETHING!)

This is the last week of prep shit. Hard to believe I've been doing this since around March or so... So, I'll be happy when it's all over and the real fun can begin. Hopefully, doing all the planning will make the game a lot easier to design and finish with everything pretty much done for me.

So, yeah, off to work. :D

Release Something 11

Holy crap! It's the return of the epic "Release Something Day!" I missed these!

Good to see it back. You guys are bringing a lot of old stuff from RMN's past that were so enjoyable to see and read during my earlier years on the site... Now we just need the "Podcasts" to return and we're golden! :D

Good luck to everybody involved. ^^

Just an idea - Dev Spotlight Interviews

Good idea. I always did find them a nice read whenever I checked out a few of those back in the good ol' days... I'm all up for them to make a return. ^^

Video thread

Random Art Topic

@sxie: That looks great! Really diggin' the skull belt buckle she has on. :D

Whatchu Workin' On? Tell us!

author=Archeia_Nessiah
Logo Design~


Oooooo...Cinder,eh? Looks very professionally done, Nessy. This be another one of your crazy great ideas you have on the shelf that you wanna do? Don't give up on Bun Legends or the rest of your games, okay? :D

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Welp. It's -- finally -- finished! After soooooooo many days and countless nights of trying to compress all these songs, adjust the volume, naming scheme, and fitting them under a certain size, the OST is finally complete for Stock Ticker! *phew*

400 songs...read them and weep, Super Smash Bros. Brawl! You ain't gonna nothing on this shit -- no-th-ing. :D

(...Until they release the next Smash sometime in the future, then I‘m screwed :p...)

*sigh* Oh well, there is still much more left to be done, but I'll take this as a small victory of achievement for tonight. Next up: final editing of the story / Sugar and The Aquatic Adventures Of Scuba Steve's upgraded music (which is only a slight upgrade of songs so I can leave it alone while I finish Stalk Ticker).

-- I'll be sure to post some of the OST up sometime by next week! :D

author=LockeZ
@Brent:
How the hell do you put 400 songs into a game? Does your game have 370 different dungeons? Seriously, like, even just a fifth that many songs is probably already way too many for most games. Once the game gets rolling, I'd say on average most games probably have about one new song per hour of gameplay. You have as many songs in your game as the first eight Final Fantasy games combined.

No, seriously, what the hell do you use that many songs for? That is not a rhetorical question, it is a question I really, really want to know the answer to. Because I cannot wrap my mind around it.


Since it's really late, I'll try my best to explain why this game has so many songs, and so forth:

When I originally was going to make this game, I really wasn't considering to have a massive OST for a game like this -- hell, I didn't even think there was going to be a "Story Mode," or span over hundreds of hours long; all I wanted was a simple remake to the classic board game that I remembered playing all those years ago. But something happened along the way (thanks to James at work and collecting all the massive amounts of different music for months on end): this game had a identity. A identity that has helped cultivated this game into the Visual Novel / Strategy RPG / Board Game that it is today (basically, a freak of nature)...

Huh? "Music?" Oh yeah, right... I guess the best answer to describe why this freakin' thing has so many tunes is that I wanted to have a game with an amazing soundtrack that would keep people listening to the tunes for hours and hours on end and not get tired of them because they would always constantly change based on the situation... Okay, maybe that's just me. But one of the main reasons I hated Monopolo (not really) is because the game lacked in extra features and content like extra music, boards, and options and such. I wanted this game to feature a lot more hidden content like that, so I ended up going for gusto, so much so that I think I overdid it a bit too much.

But that's okay, because since this is a comedy game and I find music very important in any game, regardless of what they may be, I wanted this game to have a very big OST for once compared to my other projects. Does that drive the memory up to ridiculous levels of epic proportions? Sure it does. Will it hurt the game in a big way come the big day? Hmmm...depends on what side of the coin you're on... Either way, I wanted to make something that would last forever and be something that I could play for years and years down the road; this, my friend, is the RPG I've always wanted to make.

So, yeah, the music is mainly there for unlockable content, battle & boss battle music, menus, story mode sequences, status conditions, and the such. :D Hopefully that answered your question, because it's 3:37 in the morning and I'm tired as hell.

5/12/2011- IT'S THE FINAL COUNTDOWN

It's official: hell has frozen over. :D

Congrats, and, hopefully, you can make it in time. But no sweat if you manage to have to delay the inevitable for a few more extra days / weeks / months / years (god, no).

Can't wait!

P5 Blog #12 - P4 is finished. Anyone feel like testing?

Shit...I remember playing P4 quite some time back...ah, the memories of that game...

It was a pretty solid, classical, RPG back in the hayday, even though it really wasn't the most original tool in the shack when it came to originality -- but that's okay; out of all the Phantasia games you've made, P4 is my personal fav.

If I wasn't so busy with work, school, and my own personal crap, I would be happy to list the amount of bugs for you, but...duties call, man. I'm sure you'll get some other testers who would be happy to help you out. Good luck. :D

jjjj.png

So...this is what the NBA players are doing during the lockout? Just...goin' around town and selling the player some dope stuff?

Hehehehehe, very nice, JosephSeraph. :D

Whatchu Workin' On? Tell us!

Tons and tons of little minor things before the big day:

Soundtracks: Yes. After acquiring music for the masses for months now (over 2500+ songs), I have now riddled it down to around 386 and just need a few more songs left before the OST is complete, along with Sugar's & The Aquatic Adventures Of Scuba Steve's. They have all been converted down to as little as 1 MB, and they are the best that I can do and afford. Yep. Awesome stuff.

Final Story Editing: Just thought I would take another week or two look at just proof reading the "Story Mode" before everything is a go! I changed a few things with a few scenes, just to tie in with the rest of the cutscenes from before (since most of the earlier scenes were typed in March and April), and also checking for grammer problems as well. The story is the best thing I have ever typed, and it should be a HUGE improvement from those Monopolo days of yore (which...had no story and sucked big time).

After almost 9 months of planning, preping, and all that jazz, it is finally ready for go time! And just in time: my birthday is on the 29th, and that looks like when the game is gonna go full circle. SCORE!!!

The Prowler is finally READY!!!

Back to work. Still tons more left to do. :D