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Midi's Versus MP3s
The thing is that, even if music is composed using very basic MIDI, recording it to an MP3/vorbis/whatever still provides an advantage: You can apply whatever effects you want, and control exactly what it sounds like. It's not as if MP3s are limited to any specific style of music, or anything like that; it can be as chiptuney as you want.
What annoys you in a game?
Eh, a random one-out-of-eight things isn't really procedural generation though, assuming those eight things are predefined by the designer. I'm talking more about that same person giving you a quest that's generated completely on the spot, based on certain rules. Example: "Kill <creature> at <place> because he killed my <relative>" or "Bring back the <item> that <person> at <place> stole from me", without any of those variables (including the people) being necessarily predefined by the developer.
The thing about procedural content generation is that, well, it's like the difference between building an entire city, and theorizing how a city should be built. One is a hell of a lot easier for someone to do sitting his his basement, and one takes a much larger budget and team to execute.
The thing about procedural content generation is that, well, it's like the difference between building an entire city, and theorizing how a city should be built. One is a hell of a lot easier for someone to do sitting his his basement, and one takes a much larger budget and team to execute.
What makes a good dialogue?
Yeah, but the kind of "Germanic" it's derived (mostly) from is still the kind that was around several hundreds years ago, not what's around today.
Some of the first lines of Beowulf, pulled from wikipedia:
Hwæt! w? G?r-Dena in ge?r-dagum,
þeod-cyninga, þrym gefrunon,
hu ða æþelingas ellen fremedon.
Oft Scyld Scefing sceaþena þreatum,
monegum mægþum, meodosetla ofteah,
egsode eorl. Syððan ærest wearð
Some of the first lines of Beowulf, pulled from wikipedia:
Hwæt! w? G?r-Dena in ge?r-dagum,
þeod-cyninga, þrym gefrunon,
hu ða æþelingas ellen fremedon.
Oft Scyld Scefing sceaþena þreatum,
monegum mægþum, meodosetla ofteah,
egsode eorl. Syððan ærest wearð
What makes a good dialogue?
I'll bet they pronounce "ye" with a "y" sound too when standing in for "the", despite the fact that it's just a weirdass alternate spelling of "the" (see the linked article, it explains it) in the first place.
People have an odd perception of linguistic history and assume that people spoke the same English during the Medieval period (which was actually a very long time, with a lot of variation in language) and Elizabethan times, that it was called "Middle English", and that it sounds like Shakespeare, when in reality, Shakespearean-style English was Early Modern English, and Middle English was basically another (yet similar) language.
What's worse is when they call the Shakespearean/Faux-Medieval stuff "Old English". You don't want to try reading Old English. It's barely recognizable.
People have an odd perception of linguistic history and assume that people spoke the same English during the Medieval period (which was actually a very long time, with a lot of variation in language) and Elizabethan times, that it was called "Middle English", and that it sounds like Shakespeare, when in reality, Shakespearean-style English was Early Modern English, and Middle English was basically another (yet similar) language.
What's worse is when they call the Shakespearean/Faux-Medieval stuff "Old English". You don't want to try reading Old English. It's barely recognizable.
Midi's Versus MP3s
Even a high-quality MIDI uses whichever instrument generation mechanism exists on the user's sound card, though, so no matter how well you compose the thing, the guy's General MIDI Violin is going to still sound like a General MIDI Violin.
What annoys you in a game?
Or make a damn good procedural/random generation engine. With those, the work is in creating rules for how worlds occur, progress, and react to stimuli; after that, you can just have the thing generate as huge a world as you can. You can also probably recycle a lot of that code for different games, if you do it right.
What annoys you in a game?
author=Nightblade link=topic=2479.msg52952#msg52952 date=1230607479As far as annoying things in videogames are concerned, I'll throw this out there: I've become more and more annoyed with linear storytelling in RPGs these days, and more and more enamoured with emergent gameplay/storytelling. There's nothing worse to me now than doing something awesome only to realize that it was essentially fated by the developer, and nothing better than doing something awesome and realizing that the guys who made the game probably had never even considered anything of the sort.
Not that I think there isn't room for linear stories in games anymore; they're just not really what I'm into lately.
I actually think quite the opposite on that subject. After trying really hard to like Fallout 3, I couldn't bring myself to. I guess rummaging through garbage whilst wandering a wasteland doesn't appeal to me. It felt like I was playing a sparsely populated MMORPG. I couldn't shake the feeling that no matter what I did, It really wouldn't shape or change the story too drastically.
That is one major problem with games like, say, Morrowind. The world often ends up (aside from some scripted event) being far too static and unaffected by your actions. I think that this problem might be alleviated a bit once games like that start being made using more advanced procedural methods as opposed to being built by hand from the ground up.
Midi's Versus MP3s
The thing with MIDI is that, strictly speaking, you don't know if it's going to sound like "blipblops" or what. Sure, most MIDI synthesis on modern computers sounds roughly the same, but you can't count on it. It's fine for composing the music, but you're still essentially distributing sheet music and expecting the user's computer to make it sound the way you want it to sound; besides, you can't exactly apply the sort of effects you want a lot of the time.
I agree with GreatRedSpirit. MIDI isn't really intended for distribution, and there are better compression schemes than MP3 (although LAME VBR MP3 isn't too bad). Ogg Vorbis is good at low bitrates, is pretty good at high bitrates as well, is completely free, and AAC is pretty good too.
I agree with GreatRedSpirit. MIDI isn't really intended for distribution, and there are better compression schemes than MP3 (although LAME VBR MP3 isn't too bad). Ogg Vorbis is good at low bitrates, is pretty good at high bitrates as well, is completely free, and AAC is pretty good too.
What annoys you in a game?
author=drakiyth link=topic=2479.msg52608#msg52608 date=1230329938author=harmonic link=topic=2479.msg52529#msg52529 date=1230251293
Drak, may I suggest saying "women appreciate confidence, rather than wussiness in men" instead of "you have to show them what's up" :p
Totally agree with the menu thing. Menus don't have to look fancy at all. I approach them with a 100% utilitarian PoV.
I take it you're a real woman right? Stop flirting with me ma'am k thx bai :P Just kidding, I totally agree with what you said. There is some women though, that are pretty brutal and mean and they need to be tamed and showed what's up. Besides that, a vast majority of women love a confident guy who knows what he wants etc.
Some of the best women in the world are the mean ones when you break them of their habits and they become lovey dovey with you. Personal experience with that one if I do say so myself. The way to break them of their habits is not to take their shit and give them a lot of space.
"Tamed"? "Break them of their habits"?
You do know there's a difference between being a confident, self-assured man and being a misogynist, right? You're acting like women are something to get under your own control; why is it that you're taming the women and the women aren't taming you? Quite frankly, I'm starting to think by reading this thread that the latter is more necessary than the former.
As far as annoying things in videogames are concerned, I'll throw this out there: I've become more and more annoyed with linear storytelling in RPGs these days, and more and more enamoured with emergent gameplay/storytelling. There's nothing worse to me now than doing something awesome only to realize that it was essentially fated by the developer, and nothing better than doing something awesome and realizing that the guys who made the game probably had never even considered anything of the sort.
Not that I think there isn't room for linear stories in games anymore; they're just not really what I'm into lately.
What makes a good dialogue?
author=Abite link=topic=2680.msg50339#msg50339 date=1229018565
what are people's thoughts on a more... setting-accurate dialogue? for example, using more formal dialogue or words like "ye" for a medieval setting instead of "hey, what's up?" lol
If you're in a Medieval setting, historically-accurate dialogue would end up being stuff the audience wouldn't even recognize. See: Canterbury Tales.
Also, nothing's worse than Ye Olde Butcherede Englishe (http://tvtropes.org/pmwiki/pmwiki.php/Main/YeOldeButcheredeEnglishe)