Thursday, December 1, 2016

werkin

Ended up redoing most of Eroico's H animation's from scratch, rather than adding a couple frames, so they've taken a while. Add to that about 5 days that I didn't work and you've got my current progress.

Right now I'm working on H sound effects, not just for the Eroico update, but also to be shared by other games I make, as a large library. I recorded and edited a bunch of sounds, however I'm not so sure that they will work for everything. I think there's something to be said for having a set of digital (non recorded) sounds as well.

If any of you know any good methods more making digital squishy noises, lemme know, as my current method basically involves using Wasp XT, hitting random, and adjusting until I get a usable sound. I don't have the technical knowledge to make such a specific sound from scratch, yet, and that kind of info is somewhat difficult to come by.


And so this isn't a wall of text, here's some sketches I did thinking about robot familiar proportions in Noaika. Middle one is the most accurate, whereas the others look a bit too much like lolis, since there are more organic curves.

Anyhow, next update will be when I've finished the sounds, and compiled the Eroico update.






38 comments:

  1. You might need to just get some gel and a microphone and start experimenting

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    1. Well, I have plenty of recorded sounds. My point is that hi-fi sounds don't always fit with the other sound effects, in terms of style.

      That, and personally I prefer that H sounds be digital. I've played some H games where it's clear that it was just some guy smacking something, and the visual of that kinda took me out of it.

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    2. For some reason the visual of a guy just smacking a raw fish on the table comes to mind....

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    3. There was an rpg maker game that just sounded like a guy hitting his table. I literally replaced it with my own sounds because it was so blatantly "hey I recorded this with a terrible mic and didn't edit it enjoy"

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  2. you could record some real sounds and bitcrush it, or remove the high frequencies with DCT...

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    1. I've tried that before but I didn't like the result.

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  3. I know Zone uses jello for sound effects. Maybe that'd work for you?

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    1. The problem is digital sounds. I've got over 200 recorded sounds d:

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  4. Are you gonna show us any of the h animations you scrapped?

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    1. There wasn't really anything that was "scrapped", per se. When I was initially editing the H animations I was just making them smoother, but then as I redid some from scratch, I went back and did more drastic overhauls. Everything that was scrapped was just the original pose or animation.

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  5. https://www.youtube.com/watch?v=h9p0YK-0TVE

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    1. https://www.youtube.com/watch?v=hdHZ5hp45Fc

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    2. LOL @ the second one

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  6. I'm no sound engineer but have you considered opening a realistic version of a "squishy" sound that you like and then use it as a guide to map out a more 16 bit sounding effect from scratch. I can't really think of how to describe what I am think other than relating it to a Riemann sum like set up for a graph with the rectangle as approximations of the are except in this case you would be making the smooth original sound out of rectangles instead. Like I said, I am not a sound man, just an idea man.

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    1. Sort of. I tried slowing down the real sounds I recorded, and then tried to reproduce it, but it didn't end well. They're just too complex to do without a bunch of wacky modulation and random elements.

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    2. combine fast vibrato and use a pitch envelope to trace the up/down pitching. sines with some noise on top seem to work best. very short reverb to give it some body.

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    3. Well, I've tried, but looking at it again after your comment, I think the main problem was that I need some modulation that's more randomized, rather than doing it all manually. (Also not sure what you mean by noise on top)

      For comparison, here's one of the sounds I got using WASP XT, by randomizing the settings and then tweaking. (in other words, randomizing most of it and then tweaking the rest)
      https://clyp.it/xmstmnn0

      And here's using Sytrus and shifting pitch manually.
      https://clyp.it/0zab1k31

      Needless to say there are some key aspects of the sound that I'm missing, and I'm not too sure how to do it manually; how I should deal with cut, res, and filters, etc. I'll have to look into it when I have more time.

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    4. Kyrieru, could you please do some sound tutorials sometime? I'm trying to make a game, too, but I can't find any information on how to make sounds anywhere. I'm trying to synthesize noises for magic effects and stuff like that, but it all sounds like NES/Atari crap, instead of the SNES type sounds I need. Any help you could give me would be really cool.

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  7. Mamono Assault ForceDecember 3, 2016 at 3:34 AM

    They're too loli? Does that mean you're doing to do something about familiars in regards to H-content like you mentioned before? Whatever happened with that idea anyway. I recall you flopping about with the final decision, one being that they just disappear during the rape, another being that they masturbate or something.

    Curious to know what went with that idea.

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    1. Well, I was saying it might be too loli, but not because of H. I can't decide if in artwork I'd want them to look sort of fairy like (a slightly short human but scaled down), or more "shapely", lacking a lot of organic curves. There is H content involving the familiars.

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    2. If you want my 2 cents, I would prefer the fairy like look.

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    3. Making them more adult looking would appeal to more people, even if they are a scaled down version. That said the first sketch looks good, if you made her taller that would be enough to be safe

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  8. Gust fire up your mic, grit your teeth, pinch your cheek between your thumb and forefinger, and pull it back and forth rapidly.

    Presto, sex noises.

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    1. I already have over 200 recorded noises, real sounds aren't the problem.
      Also, I'd never make sex noises with my body, because the idea of playing an H game where the sounds are some guy's mouth is growess.

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  9. We're very happy if you make them look like lolis,so please stick with design 1 or 3.

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    1. I think they gave up on anime fans long time ago.

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  10. I disagree. Loli is out of control nowadays.

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  11. I don't want to cause any form of pressure but when will Eroico be released? In the next 1-2 weeks maybe?

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    1. I aint made of glass lol.

      I have one climax animation left to do, and then I need to put em in the game with the proper timing, and add the sounds to em. Not sure how long that will take because it's not the process I used to use for H animations.

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    2. (Different anon here.)

      ^Sweet, I'll look forward to playing Eroico:DX sometime in 2018 then. :P

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  12. Zone's long parody turned out disappointing. Final Fantasy XV, while gorgeous didn't match the hype, Duke Nukem Forever was a fucking disaster. Just scrap Noaika man. I don't want to see you suffer under unbelievable expectations. Start fresh and finish quickly.

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    1. I have no plans for a super hero called "Noaika Man".

      Most expectations of Noaika are based around the original demo and my previous work, so it shouldn't be hard to satisfy people. I never talked up features that aren't in the game, so I won't have those kinds of problems, either.

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  13. I prefer 1 or 2, personally, but 3 still looks pretty good. I think the vast majority of people into H-games are, at worst, completely desensitized to loli anyhow, though more realistically quite a few people are at the very least open to it, if not liking it outright. One need only glance at places like DLsite or Exhentai to see what the majority of the H community digs.

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    1. It's not so much that I have a problem with lolis, or worry that others do; it's just that in my head there's a distinction between these and normal humans. If a loli were standing next to one of the familiars, I'd want it to be obvious that the balance in shape is different.

      Don't even need to look at porn to know people like the lels d:

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