Ground decals are one of Platform Masters’ special ways for getting its 3D effects with a purely 2D game engine and is why Jeremy’s House (world 1) is otherw…
Ground decals are one of Platform Masters’ special ways for getting its 3D effects with a purely 2D game engine and is why Jeremy’s House (world 1) is otherw…
This site uses Akismet to reduce spam. Learn how your comment data is processed.
this game has been in development for almost 5 years.
On and off by one guy with no formal training.
Quite the feat I’d say.
it’s his hobby!
You really should start using a limiter instead of straight digital clipping. The distortion isn’t unbearable, but it’s unpleasant.
Wrong. April of 2009 is when I started. See screenshot 1 of the screenshot archive for the exact date – take about 3 days off of that and that’s when it all started, first with the design document.
Huh? I’m totally confused by what you mean by this. Could you explain?
Considering you are doing every last bit of detail from start to finish on your own (other then the music for the game) 2 years and about 9 months is really quite fast for a game to be created, I mean, FFXIII took all of 4 years to finish and they had an entire crew with each person likely doing something different, even games that are made in under a year have a huge staff of works doing each piece separately, so 2 years and this much work is quite amazing.
It was previously commented on one of your latest “how i process audio” videos, where you were just clipping the vocal track, instead of limiting it. Limiters are designed to perform peak control with minimal amount of inter-modulation distortion, where straight clipping will create a large amount of harmonic distortion. You hear it pretty heavily at the start of this video, and throughout. As well as most of your other videos.
The harmonics created by non-advanced clipping also are harder to encode and even without that loss they degrade the intelligibility of speech and music.
I’m still confused by what you mean. The audio is indeed maxing out in a few places (going beyond the limits allowed by the waveform), but not much.
It’s way more than enough to cause distortion. A limiter will have a look-ahead delay (which isn’t actually applied to the audio of course) that basically turns down the “overs” before they happen, in a way that doesn’t cause audible distortion, and then gets out of the way again as fast as possible while also not causing audible distortion. wikipedia * org/wiki/Limiter
Well, I’m still not changing the audio in this and future videos. I may only cut the amplification down a bit (like 6 dB instead of 8), but that’s it.
What did you create this in? I know C but what framework/ide?
Visual C++ 2008 Express.