Everloop. DIY Soundtrack

everloop-header

Here we go with our brand new asset for all game developers. And not only. Meet Everloop.

In two words, it’s just audio files. But we developed a blissful-looking demo app for you to see how easy and engaging Everloop is. We promise, after testing it you will wonder where the latest two hours have just gone…

Everloop is the pack of beautiful organic hand-crafted and processed original ambient music tracks and sound effects.

All the audio files you receive with the bundle are meant to be the parts of the ‘fluid’ do-it-yours soundtrack to your game or project. They can be played in any order at any time, in any combination regardless of the amount of the parts chosen to be played. They will sound smoothly and cohesive together in the key. Due to the various length of the samples you’ll get never repeating piece of audio (unless you initialize all the parts at once and decide not to loop them).
The beauty of the idea is that you decide how your continuous soundtrack is going to sound. You can make either sparse or dense mix of the tracks depending on your story — simply by playing or muting any number of parts. Let us give you a few examples of using Everloop:
• You can start with few parts playing (say, piano and viola), then add electric piano and bass to make is sound fuller.
• Start with, say, celesta and piano parts, then throw the rest of them into the mix — to emphasize the sudden scenario twist or any other important event — it’s all up to you.
• If you are working on a game project, use the quiet three-part mix in the menu, and during the actual gameplay you disable those parts used in menu but play other ones.
• You can make your background track even more interesting by changing the parts during playback. You start with piano, after a short musical phrase you swap it with guitar and then replace the guitar with with viola.

Listen to random rips, which were captured while plying with Everloop,as well as SFX previews:

Watch the video of toying with the Demo of the early version:

Instruments / layers included:
• Resonant calm piano
• Warm electric piano
• Dreamful viola
• Synth line with effects
• Low-frequency synth bass
• Delightful clarinet
• Noisy-birdy-nature ambience
• Wide soothing organ-ish pad
• Trumpet
• Glittering celesta
• Gameboy-inspired sound
• Cinematic soundscape
• Synth Bass with wider frequency range
• Synth swells
• Percussion rhythm line
• Synth drone
• Stuttering sweeps

Contents:

• 17 loop-able WAV audio files of the parts in the key of C major
• 20 SFX audio files, also in the responsive key
• PDF sheet with the track list and descriptions to the parts.

Inspired by the ‘In Bb 2.0’ project — inbflat.net.
Everloop Demo can be found at everloop.dustyroom.com

For now, It is only available at Unity Asset Store

Scripting reference – here

everloop-assetstore

Casual Game SFX Freebie

feat

DM-CGS

Dustyroom Casual Game Sounds – Single Shot SFX Pack is a small collection of original hand-crafted one-shot sounds. It contains essential audio material covering most events of any casual game, i.e. short blips for bonuses, tight snappy clicks for tile removal, ticking clocks for depicting the level running out of time etc. The pack also contains UX / UI sounds.

The audio samples are suitable for prototyping, game jams, and of course can be used in your game at any stage. All the sounds were recorded, synthesized and processed with techniques that we usually use for our games. It is a free download. To be notified about updates and future packs, feel free to follow us on Twitter and signup to our newsletter.

The pack at a glance:

  • 50 audio samples
  • Covers most events of any casual game: bonuses, tile removal, ticking clocks etc
  • Everything in the pack licensed CC Zero (CC0)
  • Includes UX / UI sounds
  • 24-bit WAV format, 44.1 kHz Stereo
  • 11.4 MB size on disk

 

 

download_button
Twitter

Subscribe to our mailing list!


Ludum Dare 30

menu-nobuttons

Hello World!

We had the holiday on this weekend – an Independence Day of Ukraine (hence blue and yellow colors were used the most in our entry game). Nevertheless we both decided to “waste” our free time and to take part in Ludum Dare 30 contest instead.

The game mechanics is to cover all sharp edges on the terrain to make it smooth. Three block types are available: a ramp up, a cube and a ramp down.

shot1

A track created for the game:

So our Ludum Holiday weekend looked like this:

Day 1 – Concept and prototyping
Day 2 – Coding and art,
Day 3 – Coding, art, sound, debugging and polishing

Thanks to the early comments about hard controls, we have already lighten it a bit.

WHAT WENT RIGHT:

  1. We’re quite happy with game concept
  2. Time management

WHAT WENT WRONG:

  1. We chose bad controls which led to people being frustrated while playing.
  2. Levels are too difficult straight away. Seems like hardly anybody can go past the second level.

TAKE AWAYS:

  1. Always playtest your game on somebody who is not taking part in development! Without that it’s very hard to adequately set difficulty.
  2. The easier controls are the better.
  3. No hardcore needed, though it is very hard to reach the balance between too hard and interesting.
  4. It was fun, and it values the most.

Happy world connecting!

http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=33150