23 November 2019, 17:27 | #261 | |
mä vaan
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26 November 2019, 20:41 | #262 |
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27 November 2019, 21:09 | #263 |
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28 November 2019, 19:50 | #264 | |
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Sorry for the delay. So far I tried cutting the video, but the result isn't too pleasing. That's probably because during recording it's hard to focus both on explaining and doing actual thing at the same time, so most of the time it's either explanatory audio, or interesting thing going on screen, but rarely both at the same time. I think I'll have to cut just the video and do a voiceover yet again during cutting (so the cuts give proper amount of time for explanations).
Also right now I'm a bit derailed (again) with demoscene activity for Silly Venture - have to help the Altair (sic!, not "Atari") guys, so I probably won't have too much free time until then. Quote:
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29 November 2019, 08:59 | #265 |
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29 November 2019, 13:07 | #266 |
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29 November 2019, 22:52 | #267 | |
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30 November 2019, 00:23 | #268 | |
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I think you are over complicating things KK/Altair when it comes to making the perfect video / commentary. People just want to see the game in action; with some comments, technical details / explanation. We are not expecting you to make a Hollywood movie production |
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30 November 2019, 20:02 | #269 | ||
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cough cough
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In his place, I'd do this: 1) Cut that video from the first page (in full) and put it on the youtube link, so people can watch it, not having to go to that site, and do tedious rewinding. This will bring more interest, and easier to share. 2) Then, I'd just record few minutes of a new gameplay and create some short trailer about it (similar like guys did great trailer for metro siege). 3) As for the tutorials, or making of's, they could be edited in more relaxed manner (not fast paced), and could be done, just like he said: Recording the screen, then recording the voice over. Also, I wouldn't try to crate one big making off, but rather smaller stuff. Like... 2-5 minutes.. look what I did here ,... then after 2-3 week again.. making of second.. look what I did here. Series of small making of's would also benefit of more people watching, imho. Right now, I am even not sure if our friend Altair is making a trailer, or tutorial/making of/behind the scenes. Quote:
When Aliens dig up our artifacts in 500 years, don't you think it would be cool if they said: "Hey, this game on this hardware works amazing. That guy was smart". |
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12 December 2019, 19:27 | #270 |
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Any news?
Video's? Demo's? |
14 December 2019, 13:58 | #271 |
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KK's been busy lately
http://www.pouet.net/prod.php?which=84107 https://demozoo.org/productions/271765/ Actually the 2nd link is a 3d dungeon crawler. Just mind the platform... |
16 December 2019, 00:57 | #272 | |
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That's exactly what I meant by "demoscene activity for Silly Venture". The "Rocket Nation" for VCS was the group project where I helped my fellows from Altair.
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But back to the project, I'll already got back to struggling with Resolve, video editing and making corrected voiceovers. I kind of manage to find my way here, but the process is hopeless on just one 1920x1080 screen (I can barely see what I have clicked on previews - and how I'm supposed to comment that?). So it's high time to get a second screen to get really going with this. Anyway, I'm aware that if I invested all this time into coding, instead of learning how to make and voice videos, I'd probably already have varying floor levels and maybe even another map ready. But I really want to share the process instead of just the product. And you have no idea how many cool moments were already missed by now - coming up with various hacks, fixes, getting new things working, but also times where I completely lost faith in the project thinking I could never get it to playable framerate. EDIT: Anyway, the "party version" of the Lynx dungeon crawler game is downloadable & playable online at THIS link. Last edited by KK/Altair; 16 December 2019 at 00:59. Reason: Adding link |
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16 December 2019, 01:36 | #273 |
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18 December 2019, 00:05 | #274 | |
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We want A500 version! Congrat on the win. I also saw Mortal Kombat, these guys did amazing job too. |
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30 December 2019, 14:57 | #275 | ||
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So while we are on the topic, I think I'm getting some kind of hold of this video editing and voiceovering thing. If you'd like a sneak peek, here are 3.5 minutes of what I have managed to get edited so far. Just enough to create a basic two-sector map from scratch, convert it and run in WinUAE. [ Show youtube player ] (unlisted, so don't spread this link too much) Just don't judge too harsh. Especially considering my laptop's cooling fan - I simply have no idea how to get around it. |
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30 December 2019, 20:34 | #276 | |
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I must say that you Sir, are a perfectionist! Nothing wrong with this video. Precise and to the point, I like it . If I would have to give any feedback at all, it would be that the audio level seems a bit low, I had to turn the volume way up on my laptop. The tool you made ("dreadtool") to convert the wad files looks very eleborate. Dreadtool makes it so easy to make custom maps, especially with the built-in preview mode. Really professional! Great work! |
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30 December 2019, 20:46 | #277 | |
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Plays very nice! I was expecting some quick levels to showcase the engine but this plays better that I thought! Once passed the graveyard the baddies become tougher very quickly. This promises a lot for the Amiga Doom clone |
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30 December 2019, 22:47 | #278 | ||||
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I'll continue working on this video (cutting & voiceovering), because I still have recorded material where I build two rooms with some decorative details and insert the first enemy - which should be enough for the first eposide. Quote:
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30 December 2019, 23:36 | #279 |
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I viewed your small video on my laptop, and I did not feel that the audio quality was much of an issue at all, to me it sounded pretty clear. And for the content itself, I found it very interesting and informative.
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31 December 2019, 20:19 | #280 | ||
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Just kidding This is awesome! I am speechless! Truly! You did editing very well. Straight to the point. Nothing more needed. If you still want to have more fluidity, you can easily achieve that just by adding some (very low volume) music bellow your voice over, and when you, for example, just wanna show the level, just leave music (without your voice over), for several seconds, and that's it. Look at videos of "Modern Vintage Gamer" on youtube. That guy DIDN'T know how to edit, but learned, and now he is doing that very well, and relaxed. But then again, you did a great job. Your job was to provide info, and you did that very well, the rest is just finesse. I have to ask you about your great converter. This is so much more huge project then I anticipated. So, we will be able to create levels very easy, and it's great. I assume you already know how to convert enemies, and doom type quests (keys and doors). Now, this "quest" stuff bothers me. Will there be a possibility of any other type of quests, rather then: get a key here to open door here? I mean, if it's only keys, it's awesome It's still much more then I thought it will ever be. But if users were able to create some kind of (very primitive) rpg... that would be... beyond dream. Quote:
I know I sound rather arrogant, but usually people that only criticize and judge everything somebody else made, never made anything. I demonstrated that in my first 2 sentences of this post. Cheers! |
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