Recent Posts

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chat / Free Music / SFX Resource
« Last post by Eric Matyas on Wed, May 18, 2016 »
Hi everyone,

I've created about 900 tracks of music and sound effects that you can freely use in your games. It's all original...all my own work. All I ask is to be attributed as indicated on my homepage:

I sincerely hope my tracks are helpful. Any and all feedback is welcome and always appreciated.

All the best,

I've put together a collection of sounds that I've made for Winged Clouds upcoming game Sakura Dungeon.

This soundreel is focusing on basic combat and movement sounds. I'll be making 'Magic & Abilities' and 'UI sounds' demos as well.
chat / [MUSIC] Music Composer
« Last post by KeepListen on Mon, May 9, 2016 »
Hey all ! I am music composer from Saint-Petersburg.

Not sure that anyone needs big text about me here, because the point of this message is my MUSIC PORTFOLIO
So, here is a link -

My rates are negotiable (You can also read this as "Low and friendly rates")

If you have any questions and offers
Feel free to contact me:
E-mail :
Skype: kalinnikov.r

Thank you for attention
Have a good day
I have many footsteps for you this week: Dirt, sand, puddle, linoleum...

These sounds were another part of my work on Apocalypse Alpha. Keep an eye(ear) out, they'll be implementing in-game shortly
help / Most memory expensive operations
« Last post by PRIZZA on Wed, May 4, 2016 »
Does anyone have knowledge of the most cpu or memory expensive areas in Flixel? I've been looking into creating a Worker in AS3 to help Flixel perform better as a multithreaded instance. Are there any functions that would be most beneficial to send off to a worker? Maybe the overlap() function in FlxG?
Another sound effects demo track, this time impacts!

I'll be following up with a footsteps showcase soon.
I've been working with Harley Game Studio on their game Apocalypse Alpha recently.

Here's a short showcase of some of the gunshot sounds I designed for them.
help / Adobe AIR optimizations?
« Last post by PRIZZA on Fri, Apr 22, 2016 »
I've been trying to optimize my game using the tools available in AIR, such as setting the render mode to Direct to improve performance. I was looking into using Genome2D because of the small success with a dev build of Flixel, but as of now it's completely broken and doesn't look to be fixed anytime soon.

I know Flash/AIR have a few new features since Flixel was written, so are there any other simple adjustments I could make to the Flixel library to help improve rendering or overall performance?

I've been pretty busy this last week, working on a couple of new projects and getting ready for the recording studio with my folk-rock band Green Diesel!
We started putting the rhythm tracks down over the last couple of days,  and tomorrow we'll be adding some guitar solos :p

You can see a fun time-lapse video of us here:
(I'm the one with long hair and glasses playing guitar)

I also put together a short gameplay video of Bananadoh, showcasing my music and sound effects in action (Y)
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