Monthly Archives: December 2010


Ugh, losing steam. Don’t know how much longer I can hold onto consciousness. Here goes anyways…catchup time!


Tonights theme is “To Give.”

My entry

I’ve been at home without a speaker/subwoofer setup (okay, admittedly the ideal is to use monitor speakers, but come on, you expect me to have -those-? Granted, Kimball does have the studio but I’m not about to use that for OHC because I do OHC using my desktop and…well, long story short, it’s not feasible), so I mixed this one on headphones, and thus don’t know how the bass sounds. Apologies if it’s mixed poorly. I do most of my “main” mixing on phones and all, but I still always rely on my subwoofer setup for determining bass balance (and even then it’s not really that great because it doesn’t get the low, LOW frequencies that monitors can, as I noticed once when I was listening to one of my songs in the Kimball studio).

AHEM. Anyways, this time around I figured the theme was probably going to be something Christmas-y, so before the round started I gathered together a bunch of sleigh-bell/hihat/shaker-type sounds, as well as a bunch of dingy mallet-type sounds. I didn’t have any church-bell sounds but that’s okay because they probably wouldn’t have fit anyways. I wanted to go for an “ice” type mood, and not so much a “winter town” type mood.

So, 6:00 rolls around and the theme is “To Give”, and I’m like “UHHHHHHH”. And it definitely takes me a few minutes before I figure out how I want to spin that. I end up deciding on the idea of starting out cold and then being “given” warmth somehow. It wasn’t until the last few minutes when I was scrambling for a title that the “blanket” idea came into play.

Anyhow, things start off with…the first sleigh bell sample that I found, but…reversed! And then some other one-shot sounds. Notice the heavy reverb used here to give everything that echoy “ice cave” feel. Then we get this bass drum that really reverberates (again, intentional), along with short bell riff and just a hint of a bassline. Things build from here steadily with more bell sounds, a hi-hat pattern (which is glitched every 4th measure via dBlue), and then we get a short moment of silence before getting to the standard “funk beat section” of the song. I actually like this section the most out of the entire song–the pluck-sounding arp here really matches well with the chords from before, and the soundscape is kind of “thin” compared to when the pads come in, but still very interesting. It’s more “sparse” than thin–in a good way.

After that, I add in the pads and we start getting some actual chord changes. I use C to Ab, which is the same chords used in the Secret of Mana ice level song, and has a sort of “forlorn” sound to it.

I initially thought this song wouldn’t turn out to be quite as long (it did anyways) because I was trying to make things less repetitive. Notice how even though there’s a lot of elements that get repeated here, each phrase brings about more than simply one new instrument adding on–there’s either 2 instruments adding on, or there’s two adding and one dropping, or there’s a pattern change in one of the existing lines, etc. So I tried to make things evolve more intricately this time. I didn’t do an exceptional job at it, but I’d like to think it shows at least a -little- (the drums could have used more variation though).

After the “funk beat section” we get a breakdown, first with just pads and a whistley triangle synth, then again with low strings on the bottom to add to a sense of “epicness”.

At this point I think it was past 6:40 and I was like crap, I really need to make the “warm” part of the song now. So I do a not-very-interesting transition and just bring in some “warm” instruments with a high-pass filter. There’s a gated pad sound (with “wind” sweep) as well as the brassy synth lead–both from Alchemy. The end part is kind of cheesy but does the job of conveying the “hey, we’re warm now” message, with the bright pad sounds and such. It’s not extremely well-done and the drums are a total bleh because I just copied them over, but hey–it’s all I had time for!

Overall, not really the best entry I’ve done, but still an interesting listen, and there are some parts that really have some good things going on.


Well, I finished Recettear in one day. What a great game! It was kind of difficult though–maybe it should have been a little bit more lenient because I definitely had trouble paying back the last 2 or 3 loan payments and did multiple reloads. I think the thing is that if you know generally what to aim for, then it should probably be really easy to payback the loans, but if you don’t then you get really screwed. I had multiple problems…one is that I probably focused on dungeoning a bit too much and it didn’t turn out to be that profitable (in the last 1-2 weeks I scrapped that entirely because I was just making do selling stuff to pay back the loan payments).

I think the most important thing is just to play all of your haggling conservatively, so that you can rack up EXP and gain merchant levels. I’m pretty sure I was underleveled–I ended the game at level 17 and I know at level 18 (?) you unlock the 2nd new batch of items, which probably would have helped me immensely. I didn’t really wrap my head around the combo exp system for selling until it was a bit too late. Also, I didn’t understand that when something has its price raised, the indicated base price stays the same and you can just sell it for a higher percentage–I thought it meant the base price changed. bleh. So I felt silly after finding that out.

Even though it’s sad that there’s that “end-game” feel because there’s no longer the loan payments driving you forward with the game–just like how in an RPG once you finish the main plot there’s that sensation of finality–but I’m probably still going to play around with it…at least a little more, if not more (who knows?). I want to at =least= get my shop to look really cute. Maybe unlock all of the adventurers. Etc. etc. But I’ll try and take it slow and not play for hours and hours like I did today, haha.

For now, I’ve got other things to get to…like VVVVVV and Super Meat Boy. Gah. Well at least I crossed one thing off my list. whoohoo! xD

Merry Christmas! posts about presents and such (as well as the quarterly review post) will come, I promise! But first, Recettear! It’s been fun! I’m on day 4 so far and loving it–the art style plus the small snippets of japanese voice acting make things really cute. and I love my 2D sprites, of course~

Funny moment was when Louie came into the shop, and was like “So this is the legendary–!”…and his target item to buy was none other than…”clothes”. xD To top things off, he already has a set equipped. *chuckles*…

Please wish a happy birthday to Little Twin Stars!~

I’ll be asleep because I’m dead tired right now, but to everyone else, 12/24 is Little Twin Stars’ birthday, so please wish them a happy birthday! They’ve quickly risen up to join Cinnamoroll and Hello Kitty as one of my favorite Sanrio characters, and I’m really pleased that they’ve made a comeback recently (makes up for the fact that I’ve seen slightly less Cinnamoroll products).

The one with blue hair is Kiki and his older sister is Lala.

Kiki and Lala, the Little Twin Stars, were born on the Star of Compassion. With permission from Mother-Star and Father-Star they set out for a visit to Earth. Lala’s star wand led them on their journey. Ever since they arrived, the Little Twin Stars have been spreading happiness to everyone they meet.

Real Name: Kiki
Sex: Boy
Skills: Can fly through the sky using the star on his back
Hobbies/Personality: Loves star-fishing and inventing things. Kiki is very curious and a little cheeky sometimes.

Real Name: Lala
Sex: Girl
Skills: Cooking. Her soups are amazing!
Hobbies/Personality: Loves drawing and writing poems. Lala is a little timid, and cries easily.


freaking NASTIEST bug to track down.

Got HLSL code to convert between RGB and HSV colorspaces for my HSV shader here:

One nasty bug: sometimes, even if you set
HSV.z = max(RGB.r, max(RGB.g, RGB.b));

it’s still possible for HSV.z to test unequal to RGB.r, RGB.g, AND RGB.b. floating-point arithmetic, yea?

Here’s my modified version, which works properly. It’s not optimized because I’m no optimization guru, but it works.

float3 RGBtoHSV(in float3 RGB)
int whichmax = 0;
if (RGB.g > RGB.r)
if (RGB.b > RGB.g)
whichmax = 2;
whichmax = 1;
else if (RGB.b > RGB.r)
whichmax = 2;

float3 HSV = 0;
HSV.z = max(RGB.r, max(RGB.g, RGB.b));
float M = min(RGB.r, min(RGB.g, RGB.b));
float C = HSV.z – M;
if (C != 0)
HSV.y = C / HSV.z;
float3 Delta = (HSV.z – RGB) / C;
Delta.rgb -= Delta.brg;
Delta.rg += float2(2,4);
if (whichmax == 0)
HSV.x = Delta.b;
else if (whichmax == 1)
HSV.x = Delta.r;
HSV.x = Delta.g;
HSV.x = frac(HSV.x / 6);

return HSV;