Weird Phatty Freebie

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Weird Phatty is the collection of highly unpredictable and totally unusable audio phrases recorded straight from the great little analog synth. The samples are mostly atonal, ranging from very quiet hiss and crackle to resonant sweeps and pseudo-sequenced riffs. The sound was made with one finger pressed one key. No knobs were turned (perhaps, except of on a couple of examples), no buttons were pressed, no effects, sequencers etc were applied during recording – just the internal modulation of the instrument. The point of recording such samples was to explore the deepest possibilities and seek for margins of the little angry synth.

The sample pack is free for free or commercial use, with or without credit of author. However you can’t take any part of this sample pack for any kind of reselling purpose including sample libraries, stock marketplaces.

CAUTION! Please watch your ears!
Due to the wide frequency range of the samples listening to some sounds in high volume may be harmful to your ears. Please audition them in low volume.
 

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Stain System

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Polishing games is tricky and takes a lot of time. Hopefully, our new Unity Asset can help a bit with that.

Stain System is a special tool to add some spice to games. It lets devs easily add animated splashes onto scene objects. Stuff like paint, dirt, blood etc now can be easily added to any 2D and many 3D games.

Stain System

Check it out here: Splatter System Web Page

Aeroteque goes open-source

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We are glad to announce that we are releasing full source of Aeroteque on GitHub!

The game grew quite a bit since Ludum Dare, evolving into both VR and Google Tango experience. In the Unity project, the original desktop gameplay is preserved and can be found in the GameplayDesktop scene, while the Google Tango motion tracking powered and optionally Cardboard VR gameplay can be found in GameplayTango scene.

The game is much more fun in VR, especially if your movement in the real world is translated into the game thanks to Project Tango’s motion tracking capabilities. But even if you don’t have Tango and Cardboard VR, the game is still worth checking out!

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Links:
GitHub: https://github.com/max-dz/aeroteque
WebGL: http://dustyroom.com/aeroteque/webgl
Google Play (requires Google Tango): https://play.google.com/store/apps/details?id=com.dustyroom.aeroteque

Aeroteque, LD35

01

Our Ludum Dare 35 entry – the game where pie-charts are not so boring.

View post on imgur.com

Day 1.
The initial idea was to make a rhythmical first-person view platformer game. You move by hopping on islands that all form on a vague path which leads to some kind of destination. Each island becomes less and less polygonal through time and gradually disappears. The animations and island transformations are somehow synced to the music rhythm. The plan was to make basic prototype on day one, completed gameplay on day two and add polish on day three. As usual, things didn’t go according to the plan.
What was done: Idea, basic player controller and graphics of the islands.

View post on imgur.com

Day 2.
Main day for graphics, modelling, trying out everything that could make gameplay smooth and the picture at least engaging.
What was done: Modelling of more islands and some decorations, code of procedural generation and music synchronization.

View post on imgur.com

Day 3.
Music, polish and tweaks day. Till the very end we were not happy with the gameplay, especially the player controls. But you are the judges, so we decided to give the away as it is, even though it has rough and vague moments.
What was done: Music, code of UI and effects, lots of fiddling with player controls parameters, micro testing.

03

What went right.
The core idea was kept, which is great.

The gameplay mechanic of ‘trampoline simulator’ is fresh and actually very fun!
Also, not being in the same room (not even in the same time zone) makes creating games much more difficult, but we probably did a good job at it.

What went wrong.
Although during the brainstorm we had foreseen a few potential pitfalls of experiencing a hard gameplay, we gave it a try. Fine tuning of the gameplay was maintained on the last day, last hours of jam particularly, which was risky. The controls became our weak side at Ludum Dare once again.

04

SO,
Please give a try Aeroteque [WEBGL | LD Page] – our burst of creativity at 90 bpm. Let us know what you think!