You did a great job. And yes, the normalization was probably a bit too quick. You are correct. I should update that. Anyhow, thanks for your interest in my tutorial :)
Edit: I added a comment to the normalization step, and directed people to your submission
Edit2: If you have too many high frequencies (what the vocoder should handle, really) you can always use a LP filter, playing around with the frequency and resonance should give some additional nice effects.
I used your tiles in my tutorial on procedural dungeon generation, please tell me if you find the credits sufficient.
You can find the blogpost on http://vivid.gamedevs.org/creating-a-dungeon-generator-for-roquelikes/
somebody should add tags ;)
I changed it.
I made a small expansion pack over here http://opengameart.org/content/roadtiles-expension-pack
I hope that is okay with you and that you like it.
Thanks!
Haha nice, qubodup. I wish I could call people randomly with that effect applied.
You did a great job. And yes, the normalization was probably a bit too quick. You are correct. I should update that. Anyhow, thanks for your interest in my tutorial :)
Edit: I added a comment to the normalization step, and directed people to your submission
Edit2: If you have too many high frequencies (what the vocoder should handle, really) you can always use a LP filter, playing around with the frequency and resonance should give some additional nice effects.
Nice, thanks for sharing the method you used as well. It's a very nice effect.
Great, I will let him know!
Spiney: Thanks for clearing that up! :)
Pages