A light and sound synthesizer noise-machine, providing mutating patterns with various user controls. Create video and audio with this synthesizer of patterns.
This is the current state of a little interface for creating tunes on Android devices (shown here is a Nexus 7).
This now features 5 tracks of synthesized drums, (16 steps x 8 patterns), with the newly added single synth part, on the second page of controls. This may expand to 2 or 3 synth parts, and more patterns will likely be added as well. Currently working on adding note bending interface elements.
The sliders work on speed of movement, so that slow movements enable fine control and faster slides get quick changes,. experimental still.
The interface/application is being constructed using the ZGE engine, with the SunVox Modular sound engine handling the actual sound synthesis.
As was done with Debug Formulation, a step-based editor for creating music, using the sounds from the game, will be included in the final version of Scary Robots. Work has begun implementing an interface into the Options Menus of the current game build. Here is a quick screen-shot.
This will let the player make funky music using the internal sounds from the game and will provide many options for tweaking the sounds and effects.
This is a very fast beat, and an effort to create an evolving sound. In the game these musics will loop, as people will play a level for different amounts of time. I am working on developing strategies to keep the sounds interesting, by having patterns and settings change and evolve as they play. This is a rendering of a composed loop that plays twice, however with the random effects and offset LFO control settings it never sounds the same. More to come,. .
What the above music looks like in the SunVox editor;
here is a video of the new Flying Squid-Bot in the game;
The proto-demo has been updated with some gameplay tweaks, the new bot, one new music, and two new levels;
ScaryRobots_alpha_004 (513kb) This is the Windows PC version of the game, requiring a decent gaming system with a 3D card (not likely to perform well on netbooks and such). Give it a try. Just extract the folder anywhere on you PC and run the executable file to play the game.
These flyers now fire a few random shots off each time you hit them,. this looks better than the video and makes them even more menacing. Try the demo to see for yourself.
Everything is subject to change. These demos are for testing and feedback. Thanks for playing.
Here is the playable demo of the prototype, as of December 10th 2012. It is a Windows PC version of the game, requiring a decent gaming system with a 3D card (not likely to perform well on netbooks and such). Give it a try.
ScaryRobots_alpha_003 (511kb) Just extract the folder anywhere on you PC and run the executable file to play the game.
More video, screens, and music tracks will be posted shortly. Development continues at a rather quick rate. I am working to a PC release in the near future and the OUYA version when I get a system to work with.
more info can be had here; Scary Robots
Yes “Scary Robots in the Machine Forest” is the full name,. so far.
I have added flying robots! (The download is not updated yet, I will get to that in the morning.)
There is a funky new logo that I built last night added to the front of the game,. mostly to showcase a funky new tune that I also built last night. Guess I was feeling funky last night
Many improvements to the game; now there are three separate levels, the procedural terrain/plants are re-seeded each time a level runs as well. You need to gather enough DarkMetal to gain access to the further levels,. I plan to do changes to the sky, ground, and lighting for each level, as well as the plants,. more to come as I get it done.
I was able to capture some slightly better video, at least the light levels are closer to the actual game, but it is low-ish resolution (video capture is a pain!).
Now called Scary Robots I will be offering a $7.66 pre-order shortly that will get you the alpha demo and new versions as they are built!
Will be a PC game, with a possible OUYA version!
Please watch in HD, game runs at 1080p.
Frame rate is solid 60 when not capturing the video,. makes for some responsive gameplay. Lighting is darkened by the video capture as well,. I will work on my capture process.
The free Edition has NO ADS and can be played as much as you like. This version ends the game when you reach the 128k point maximum, more than enough to be sure the game runs well on your device and that it is interesting to play.
The full version is in need of a difficulty ramp up and that will be in the first update.
This is built with ZGameEditor; http://zgameeditor.org
So you are looking at openGL with real-time synthesized sounds.
After much more reworking and many changes CastleNode is nearing a release ready state. Here is a video of the gameplay; [ http://youtu.be/zIZba3yIyMY ]
The game play is Tap to Fire and Hold to attract, and that is all. There is plenty of depth in just this. Defend the central CastleNode from waves of creeps/invaders. This is an entirely abstract game, played for points and the satisfaction of scoring a MEGA combo when patience allows a nicely lined up shot. I put much effort into the presentation of both audio and visuals giving the game an interesting feel and experience.
A bit more testing, and some final adjustments, and this will be heading to the Play Store (and any others that seem reasonable?).
I am going to test a model where the free version is limited to 128k points, giving the player the option to then upgrade to the unlimited paid version ($2.33 perhaps). I simply do not like all the ads in most Android “free” games, as these are just used as a way to annoy the user into paying anyway. I do not see them as helping either the game, the player or the advertisers. In my view the free game should let you try the game, make sure it runs to your satisfaction, and the paid version should give you full access,. not some access and then more to buy if you want to keep playing. I find it devious to sell a game and then keep selling access to more of the game without telling the player up front that they are getting only part of the game for the initial price. Anyway, rant aside I will try what I feel is a nicer model of free/paid games and see how this goes.