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I Just finished a new game called Zodiac Reactor, and uploaded it to NG today! Check it out and let me know what you think!
It's been so long since I've finished a game, (almost a year) and I figured I ought to shuffle my priorities and do something about that. Initially I wanted to see if I could make a game in 3 days, but it wound up taking just over a week... mostly working on the sound fx and music.
It's called Flubber Rise, and it's a simple game where you try to get as high as possible without running out of juice, or getting impaled and electrocuted!
It's really easy once you get your click control down. But a lot of people have mentioned to me that instead of being easy, it's nearly impossible. I dialed down the difficulty on the NG version, so let me know what you think.
Also... You can unlock a free-fall mode that lets you re-enter the atmosphere and smash all the stuff that tried to hurt you on the way up. Quick fun!
I wanted to start the year off with a bang and release a new game!
Super Saimon is a simple sound toy that will provide hours of fun and entertainment for the whole family (perfect for Newgrounds!) You can find out how fast your brain works while you are playing, and there is even a happy sound when you win!
I hope you think it's the best game in the universe.
I wanted to give a little insight into the audio elements in Oroboros since quite a few people have been asking about it lately.
I create all of the music and sound effects for my projects from scratch. Sound design is definitely one of the most rewarding and important aspects of the game design process. It really defines the overall feel of a game more than most people realize, and it gives me a break from all the coding to exercise my right brain for a bit. I believe it's essential to handcraft each sound for the particular event they are going to be associated with, and as a result, you get a very rich experience.
I do All of my work in FL Studio Pro, which is a fantastic program considering how little it costs. For Oroboros I wanted to keep things very electronic sounding, so I stuck with using layered synths and deep reverbs for most sounds. I often start a sound effect with a kick drum to keep things very explosive and punchy, then taper it off with a downward or upward pitched synth to give it some grit or smoothness, depending on the effect I'm going for. For the Vocal effects, I just set up a vocoder on the mic and kept recording takes until it sounded good. I've probably heard "Blades" at least a million times by now!
I'd also like to mention a few good friends of mine who happen to live next door: "The Solillaquists of Sound". They are all amazingly talented, and Divinci (mpc'ist) is a fantastic producer who has given me lots of audio production pointers along the way. Check their music out if you get a chance --it's off the chain! I would love to work with them on the next game to create some even more amazing soundscapes!
You can check out the background loop for Oroboros here
I just uploaded Oroboros for everyone to enjoy, or beat the crap out of --which ever you prefer. I've been working on it for the past few months, and think that it's finally ready to live out in the wild.
I hope you find endless happiness playing it and my other games at www.funfacegames.com (they're shockwave games, so I can't put them on NG)