Friday, 16 December 2016

Quitando polvo

Yesh, just some Mikeithoria update. This is the usual drawing process of portraits:


Thursday, 10 November 2016

Sunday, 16 October 2016

IMMA ON WATTPAD

Fuck it, gonna dominate the world.

⚠ Spanish ahead ⚠Tened en cuenta de aún esta en español.

I'll do a translation soon. Possibly never.

Friday, 2 September 2016

We are not going to finish MT1 this summer ;-;

Delays and more delays... but be patient! At least MT1 it's close to be finished now all depends on how quick we make the few things left.

Sunday, 12 June 2016

What is going on right now?

-Llibert II:
Well we are not publishing things very often because we are working on scripting and things that we don't want to show just yet so... But Mikeithoria is going to be finished this summer so be patient!

Saturday, 26 March 2016

Wednesday, 24 February 2016

Mikeithoria video

-Llibert II:
Yeah, we might be able to finish the game next month.
The linked video feature an early build of the game, take a look:
Mikeithoria build 9 recorded

Saturday, 16 January 2016

iTzMaster is here

Hi, I'm iTzMaster. First of all I'll tell you that the name of Kinyobyok31 is now not used by me because a certain person was already using it. Also, from now on I'll help GhoulMage by coding and the design of our web page.

Greetings :)

Wednesday, 28 October 2015

I'm going to do whatever you want

...well, not at all.

I want to make music.

Music to post on YouTube, SoundCloud or whatever.

But, as most of the music I do is for Mikeithoria I don't have many ideas for tracks that aren't for characters.

So, ai'm gonna do (mostly) whatever music you want, music that you can use but always under these conditions (may change from individual to individual):
- Max length of 4:30 min. I'm lazy and at the moment this is only to try things.
- Styles: Touhou like, my style (hear), Electronic, Rock, Metal, Pop (But it's difficult for me), Creepy, Sad. Maybe I forgot some, so you can try to refresh my memory.
- You need to give me a brief description of the feelings of the music, or give (3, at least) examples of what you want.
- (Only if it's for a OC or for people) Give brief description of that character's personality.
- It will be released always for the public in CC-BY-SA, at least in YouTube and Souncloud.
- Be patient, be... a Xeno. This is not my first time doing this, but I'm very lazy and I can stay for months without progress.
- Max two at a time.

I think you'll see in the right of the blog my current/finished requests.

Many thanks~

Tuesday, 20 October 2015

Improving UV... AGAIN!

-Llibert II:
I had a little problem with my textured models because they had some kind of "black lines" in the seams... but i found a way to solve that problem. There's a lot of black space in the image file so I painted the parts that were close to the "islands". If you had or have this problem i hope this post helped you!
Mio's face updated too in a more kawaii way!

Look, the right side is the updated one... doesn't look cool but works far better than the old one.

Thursday, 17 September 2015

GhoulMage... on DeviantArt?

Wtf. How it's that possible?

Whatever, I posted a nice pic of Naomi (Mio's big sister).

That's all.

Yes.

Of course.

Affirmative.

Jaa ne.

Tuesday, 15 September 2015

The college starts...

-Llibert II:
Yeah... the college starts again and i'm a bit p*ssed off because that means that i only can work on Mikeithoria at weekends... this isn't a problem really cuz i work pretty fast...

Friday, 4 September 2015

Improving UV

-Llibert II:
I'm learning a lot with this project and sometimes i can improve... thats de matter with UV it's a bit difficult at first but i'm improving a lot with it... just look at Mio's UV! It's 100 times improved!

Monday, 31 August 2015

Animations

-Llibert II:
 We're working on animations... At last GhoulMage is animating my models!

-GhoulMage:
Huh huh. I've returned and I animate xD, I like this.

                                                           -Mio animation (Unity)



Tuesday, 28 July 2015

Finished models!

-Llibert II:
I finished this two models...according to my work this are low poly models so it doesn't cause any lag, that means that MT is going to work in notebooks and toasters.                                                                                           

Monday, 20 July 2015

Mikeithoria in progress!

-Llibert II:
Yes it still on progress... a lot of stuff is going on with this project and i'm glad to participate on it!
I'm on the 3d part and helping with image files and of course with the lore and other ideas.
I let you some images of my work:

                                          -Mio 3d model (blender)
                                          -Learning to apply textures on Mio (blender again)
                                          -Boy 3d model (blender again)
                                          -Cityscape 3d model (sketchup)


Tuesday, 3 March 2015

[Unity 5] - How to make seamless loop with introduction part (loop point)

Hm.

Hmm.

Hmmmmmm!

HMMMMMMMMMM!

Meh. Unity 5 just got released today.

Also...

I've reinvented the wheel, I swear.
There wasn't much information in the Internet about seamless loop in Unity. Even less with looping from a certain point of the bgm.
I mean, no information.

So, here's a script I did that solved all of my problems.
[Version 2:
Here (Note the MIT License)

To use it you need to do, somewhere in your code, something like this:


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var myInfiniteMusic = new InfiniteBackgroundMusic();
myInfiniteMusic.ChangeTrack(myAudioSource, myAudioClip, myLoopPoint);

And it should work.

Should.

Btw, referent to a certain comment, if you want to keep a bgm playing between levels...
Type this in the Play function, after the AudioClip.Create:
Object.DontDestroyOnLoad(audioClip);

Don't worry, that temporal Audio Clip is destroyed on each ChangeTrack call.

Again, it should work.]

[I did write some detailed explanation here, but somehow it got deleted. Heck]

A low-count-word (?) explanation:

I retrieve the full contents of the AudioClip, then I play it and when the bgm loops I wrap to the loop position.

Because the AudioSource time sets the time on every loop to 0 and not MusicLoopPoint, I made the Time and SampleTime properties that will return (and that you can set) the correct current time.

Note that it doesn't have Stop, Pause or similar functions. I didn't need them and I though that could be an exercise for the reader.

[The culprit of not having a detailed explanation is a Show/Hide button that I tried to insert here!]

To use it, attach a AudioSource to any GameObject, uncheck Loop and Play On Awake, attach this to some GameObject (can be the same) and drag n' drop the AudioSource to the Audio Source property in the Inspector. You can set the Spatial Blend to whatever you like.
Set the Audio Clip property to some awesome music, and specify correctly the Music Loop Point in seconds.
The Audio Clip must be decompressed on Load and I recommend Preload Audio Data and PCM compression.

Here's the code if the download fails:


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using UnityEngine;
using System.Collections;

public class InfiniteBackgroundMusic : MonoBehaviour {
 [Header("To get/set audio position, use Time and SampleTime")]
 public float MusicLoopPoint;
 public AudioClip audioClip;
 public AudioSource audioSource;
 
 public float Time {
  get {
   long p = position;
   
   p /= entire.Length;
   
   return p * audioClip.length;
  }
  set {
   double m = value / audioClip.length;
   
   position = (long)(m * entire.Length);
  }
 }
 public float Duration {
  get {
   return audioClip.length;
  }
 }
 public long SampleTime {
  get {
   return position;
  }
  set {
   if(value >= entire.Length) {
    Debug.LogError("Value is larger than audioClip.samples");
   }
   if(value < 0) {
    Debug.LogError("Value is lesser than 0");
   }
   position = value;
  }
 }
 public int SampleDuration {
  get {
   return entire.Length;
  }
 }
 
 float[] entire;
 long position;
 int sampleLoopPoint;
 string audioName;
 int channels;
 
 int start;
 
 void Start () {
  double mul = MusicLoopPoint / audioClip.length;
  sampleLoopPoint = (int)(mul * audioClip.samples);
  
  channels = audioClip.channels;
  audioName = audioClip.name;
  entire = new float[audioClip.samples * channels];
  
  audioClip.GetData(entire, 0);
  
  audioClip = AudioClip.Create(audioName + "_Loop", audioClip.samples, channels, audioClip.frequency, true, OnAudioRead, OnAudioSetPos);
  
  audioSource.loop = true;
  audioSource.clip = audioClip;
  position = 0;
  audioSource.Play();
  position = 0;
 }
 
 void OnAudioRead(float[] data) {
  if(start < 64) {
   start++;
   position = 0;
   return;
  }
  int count = 0;
  while(count < data.Length) {
   data[count] = entire[position];
   
   position++;
   count++;
   
   if(position >= entire.Length) {
    position = sampleLoopPoint*channels;
   }
  }
 }
 
 void OnAudioSetPos(int newPos) {
  
 }
}

Never, ever, trust Show/Hide buttons...