MarkusLappalainen's Forum Posts

  • Would you like to elaborate a bit on what we are seeing here?

  • A very nice little game! Though my eyes began to feel a bit weird because of the rather fast speed in the end.

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  • I didn't get any points

  • Loved it! 'Tis a great game. I was glad to find that not all choices were that obvious. I was actually confused as the main character and didn't really know what was the right thing to do at each moment of paranoia and fear.

    Gave it 5 stars by the way

  • Oh no! Well, I hope you enjoyed what got! ^_^

  • Woodland First what came to my mind was bright colors. Don't go pastel that is too much. Just clear, strong (not so strong that they blow your eyes to smithereens) colors. They should enhance the upbeat nature of the game. Racing world is always colored with clear colors; yellow, red, white, black, green, blue etc. I don't remember seeing broken colors (especially shades of brown).

    If you look into the color world of Crash Team Racing, Mario Kart, Candy Crush, Puzzle Pirates etc etc. It is all clear colors. Look into that would be my initial suggestions. Oh! Think LEGO

  • Sounds fair enough I look forward to seeing the final product eventually! Let' s see you were planning platforms..? PC, mobile?

  • Cool game for killing a bit of time before heading home from work

  • I am so glad I'll be getting - yes I am very late to the party - my first actual smartphone next week or so. There are some games here that are just enticing. This is one of them. I will give it a shot once I have my phone

  • Did you have fun Paradox?

  • That sounds good! I am more of a normal guy than a real astronaut and I believe there are many more like me. So that is a very good call.

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  • I'd love to see this on Nexus Player, Razer Forge and the likes. This would be such perfect game for a boys-only-evening

  • I am currently working on a short film with a similar client. With the addition that the client I have wants to control/dictate how I compose the music. So I know your pain!

    Deadlines are a powerful tool. You know best how much time it takes to compose a complete cue/track. You need the client to make decisions so that you can deliver. If a deadline is coming it is okay to remind the client of it since you are both in the same boat.

    Did the client have any temp tracks or placeholder music? To save yourself from working for nothing, have the client give your reference music. It sheds light to the mind of the producer/director. Has the client expressed genres he likes or associates with the game? Any artists?

    If you start to get frustrated or confused, just confront the client about the indecisiveness (I guess that is the word..?). "Sit down" with the client and talk through piece by piece what is his vision and especially how he wants the player feel. Game music is about arousing emotions and telling a story in the end.

    I never begin composing unless I have more or less clear understanding of what the client is thinking. !!NOTE!! Culture and language can be a major major MAJOR hinder in artistic communication.

    What ever the case, ceep calm and stay professional! There isn't really a silver bullet there. I guess it was one of the bigger Hollywood composers that once expressed that being a composer is sometimes being like psychologist. You must interpret often vague and/or contradicting descriptions of directors and somehow make sense of what they are trying to tell you whether they are actually saying it or not.

  • Don't know what kind of chiptune stuff it is that you are wanting to make, but dream big and start small. That is I guess the best advice I can give. I made a mistake that cost me years of progress. I started with too big and complicated music. I was in a hurry to advance and that hurry left me with a weak foundation that has taken years to fix spiced with feelings of inadequacy and frustration every now and then. So start small and simple. Get a good foundation and you will save yourself from many heart aches.