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Melody's Escape

author=Trihan
I'll just leave this here.

https://en.wikipedia.org/wiki/Vib-Ribbon

That was actually the first such game I've heard of, about two years ago. However, it was a PS exclusive then, and is still a PS exclusive now, and so it's basically irrelevant for my purposes.

author=Mirak
Reminds me of audiosurf but with less eye candy.

YMMV. I have seen some videos of that game too, but don't like the look of it as much, even though that's apparently a minority opinion.

author=LockeZ
snip

I get your points. To be fair, though, I just looked at the dates again, and Numb video was from 2015, when it was either still in EA, or barely left it. The 2017 build appears to function better, though it might just be a lucky selection again. Also, Numb wasn't the song in their trailer. This one was.

author=Shinan
I got Melody's Escape on the steam winter sale. I tend to enjoy rythm-based games. Or at least theoretically. Melody's Escape works best with music that has a clear beat, because it apparently has some kind of beat-based algorithm and sometimes that algorithm fails and it falls back to what seems to be "how loud the music is" (which also generally works okay)

So saying that I'm kinda also saying that using RMN Music Pack music or music that is created to be kind of a background thing. It doesn't necessarily work great for Melody's Escape.

I would say that Beat Hazard is still probably the best game that generates stuff from music (in my opinion anyway). Since it isn't necessarily rythm-based. But the music can give you the "flow" quite easily.

OK, interesting, thanks. Since you apparently own them both, can I just ask if either supports midi/ogg? If yes, that could allow for some interesting combinations from older RM games.

Devlog 99: Resource Management

author=Toaster_Team
Basically, for those wondering if the current asking price isn't too much, it doesn't even cover what I'd like to implement into it and I'm not making a dime from it.


Well that is one way to look at it. But isn't the alternative approach that lower price -> more people are willing to try it out -> more people pay -> you ultimately get more money to renumerate the rest of the team and get it done quicker? I suppose that you have your reasons for settling on the current price, but still, this might be what some of those people mean.

THE BOOK OF THREE

author=AnimeGirl
Are there more Screenshots?


If you check out the reviews, then yes. Otherwise, I don't think any will be added, given that the creator of this has more-or-less quit the RM stage around a decade ago.

Planet Stuck 2 Battle System

Woah, it actually does look much better than what this game has right now!

We All Fall Down

author=InfectionFiles
author=NTC3
author=InfectionFiles
author=Trihan
Yeah, the game over was because I ran out of water. You should really put in a warning or something. :P
That's something I used to have but it was a sort of frankenscript and got in the way more than it was worth. The water/hunger used to have a HUD on screen at all times but it messed with cutscenes really bad. There's something I can try to make it simple like the characters stating they need X or something.

It's in the main menu, which I know is a bit of a pain to always check. :(
Perhaps approaching the point of being low on food/water would also affect your other stats as well? Just to make this all more interesting and realistic. Although, I guess it'll then make eating/drinking till you go way past the maximum even more of a priority tactic then it is right now. :)

Another question: is food/water consumption a constant, or are there any factors affecting them?
There actually is something like that but I found it way too harsh, since if you're in dire need of food or water it becomes even more unattainable. Which is real lol but I found less fun.

And there's no outside influences at the moment. They are both set up differently and there's a good deal of options you can do with it. But it's a constant atm :)


Well, from my experience there's not really a problem with the food/water supplies so far in the demo - almost the opposite, really, so this would help them matter a bit more. And like I said before, you can get both bars past full state.

And I think it would be interesting if walking consumed less of either resource then the current constant, but running increased it relative to it. Moreover, water level would go down really slow in the bunker, slower than now in the buildings, same when outside but in the shade, and much faster when out in the open sun.

We All Fall Down

author=InfectionFiles
author=Trihan
Yeah, the game over was because I ran out of water. You should really put in a warning or something. :P
That's something I used to have but it was a sort of frankenscript and got in the way more than it was worth. The water/hunger used to have a HUD on screen at all times but it messed with cutscenes really bad. There's something I can try to make it simple like the characters stating they need X or something.

It's in the main menu, which I know is a bit of a pain to always check. :(


Perhaps approaching the point of being low on food/water would also affect your other stats as well? Just to make this all more interesting and realistic. Although, I guess it'll then make eating/drinking till you go way past the maximum even more of a priority tactic then it is right now. :)

Another question: is food/water consumption a constant, or are there any factors affecting them?

THE BOOK OF THREE

Holy shit... I briefly saw the name of this once, but didn't click on the profile and make the connection until now. Damn.

author=iKeratz
We need the rest of the books made into rpgs as well!This game got me into the books,and I started reading them.They are gems.


I definitely agree!

Grim9.png

author=Malandy
Hmm... Strangely and creepily artificial. Yes. ... I wonder if this is the world as it really is, and everything else was an illusion... Sort of like... The Truman Show or something.


I don't think we need to go that far. I think that just looking up to the game's logo at the top of the page should already give a good answer as to what's real in that world and what's not.

Grim9.png

author=Toaster_Team
Looks cool, I would suggest making the outline thinner, would likely look even better.


But then it would look less uncanny and creepy, which is still the intended effect.