I'm not making the game for Commercial Reasons. But I already tested some of my game out in Unreal Engine, I whiteboxed a couple of maps with the map blackhell on you tube under channel germanslice.
In Unreal Engine I ran into some obstacles.
1. Only have got half the dialog system up and running, so you can view all the dialog when you talk to NPC's , but you can't select choices. That part of the code needs to be implemented but I don't have the knowledge to do that so only half the system is working.... I can implement the dialog branching manually myself but that would create far too many widgets. As the branching has to use the same widget because the game has alot of dialog.
2. The second obstacle is how to get Unreal Engine to manage over 6 thousand vairables as its a choice & consequences dialog driven game.
Here it says the fish model is published under the CC0 license... So I downloaded it thinking it was under CC0 and read the licensing.txt that came with the model and find its put under a different license than CCO, its under CC-BY. It needs to be fixed.
I didn't get this tune from out of Megaman because I didn't even know Megaman had that style of music having never played the game before. But I make up my own tunes.
This was a fun little piece I made. It should suit a RPG type game for background music. The slightly out of phase timing makes the tune sound interesting. You can always edit it, as I uploaded the midi version it was originally made in.
I made each track up on the spot. That's more harder to time than just sitting down in a notation music program and manually timing out the notes. Slow up and down tempo, The computer keyboard has a tendency to rush the notes sometimes when trying to play them. its hard to time it perfectly because of this, got a springy keyboard..
This is one of the good ones
I'm not making the game for Commercial Reasons. But I already tested some of my game out in Unreal Engine, I whiteboxed a couple of maps with the map blackhell on you tube under channel germanslice.
In Unreal Engine I ran into some obstacles.
1. Only have got half the dialog system up and running, so you can view all the dialog when you talk to NPC's , but you can't select choices. That part of the code needs to be implemented but I don't have the knowledge to do that so only half the system is working.... I can implement the dialog branching manually myself but that would create far too many widgets. As the branching has to use the same widget because the game has alot of dialog.
2. The second obstacle is how to get Unreal Engine to manage over 6 thousand vairables as
its a choice & consequences dialog driven game.
Most of the game is still in text form
LOL
I used Anvil Studio Midi Sequencer by Willow Software to create that tune.
Ok, I've adjusted things now, its been removed.
He published it under the wrong license. Saying its CC0 when its not CC0, is not good. It needs to be fixed.
Here it says the fish model is published under the CC0 license... So I downloaded it thinking it was under CC0 and read the licensing.txt that came with the model and find its put under a different license than CCO, its under CC-BY. It needs to be fixed.
I didn't get this tune from out of Megaman because I didn't even know Megaman had that style of music having never played the game before. But I make up my own tunes.
This was a fun little piece I made. It should suit a RPG type game for background music. The slightly out of phase timing makes the tune sound interesting. You can always edit it, as I uploaded the midi version it was originally made in.
I made each track up on the spot. That's more harder to time than just sitting down in a notation music program and manually timing out the notes. Slow up and down tempo, The computer keyboard has a tendency to rush the notes sometimes when trying to play them. its hard to time it perfectly because of this, got a springy keyboard..
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