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LBA promotion forum A forum to discuss, organise and create methods to promote the LBA games, as well as other works by their creators.

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  #51  
Old 2023-03-23, 13:58
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Quote:
Originally Posted by Polaris View Post
We agree on that, I mean I'm not a professional musician, but if I was approached to work on the music of new LBAs, I wouldn't hesitate one second.
I would do it, and then subhire a composer to work on it with me. No way I'm gonna do that job solo.

and then, give the composition to a producer. no way I'm gonna produce that job solo.

so basically, yeah, don't hire me on that
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  #52  
Old 2023-03-23, 14:54
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Originally Posted by Neko View Post
I would do it, and then subhire a composer to work on it with me. No way I'm gonna do that job solo.

and then, give the composition to a producer. no way I'm gonna produce that job solo.

so basically, yeah, don't hire me on that
Yeah, same... haha

I mean, except my partner would be CS2x who is keen on soundtracks for films and stuff already.

So I would supply my guitar / acoustic instruments skills.
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  #53  
Old 2023-03-23, 15:37
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honestly I found no composer here truly doing satisfying lba music, not even on the fan movie. Not even phil vachey on his remake. It's such a masterpiece he originally created.
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  #54  
Old 2023-03-23, 15:46
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honestly I found no composer here truly doing satisfying lba music, not even on the fan movie. Not even phil vachey on his remake. It's such a masterpiece he originally created.
Yeah err in that case there is noone alive on planet Earth who could do it* I mean, even Phil cannot do his stuff like he did back then. And I never heard of anybody else coming close to the original soundtracks.




*You'd need a super team with Philippe Vachey, Joe Hisaishi and Christophe Heral all working together with a massive budget and MAYBE... JUST MAYBE... you might get close.
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  #55  
Old 2023-03-23, 16:39
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Hisaishi is a nice choice

I'd love Ibrahim Maalouf on that team as well, I can't pinpoint out why, but some of his music feel very vaguely LBAish to me.
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  #56  
Old 2023-03-23, 17:09
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I think if let's say, we get cs2x to produce it, a great composer from an actual school of music / university, and someone like me or sgk to oversight it, we can create magic.

But somehow all individual efforts fall flat somewhere along the way
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  #57  
Old 2023-03-23, 17:36
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Polaris: uuh... that just sounded very arab , lol, I mean we do have some arab tints in LBA's theme here and there but that's minimal... nothing against the music itself though it is good , just, not for LBA imho

Neko: Right on point
buuuuuuuut, I wouldn't fall flat if it was just to make a new LBA1 Funky Theme though hehe
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  #58  
Old 2023-03-23, 17:56
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Sounds French to me, but there are several cultural connections due to proximity and history.
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  #59  
Old 2023-03-23, 19:26
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Sounds French to me, but there are several cultural connections due to proximity and history.
Sorry I was at work and only heard the first 30 seconds or so and also associated the arab name.
Now listening to the whole thing carefully I'd say it is definitely derived from Spain's FLAMENCO and Argentina's TANGO.

EDIT: And Cuba's SALSA
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  #60  
Old 2023-03-24, 13:46
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Yeah, there is a part in the middle that sounds very South American. I associated it with Bossa Nova, but I'm not very knowledgeable about the music genres there.
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  #61  
Old 2023-03-24, 22:11
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Red face

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Originally Posted by CUvox View Post
our game @ Adeline Software International
Adeline Software International ≠ 2.21
their game @ 2.21
I have to agree with CUvox in this post though

ADELINE SOFTWARE INTERNATIONAL RULES !


In a whooping 4 years they've made THE 3 BEST GAMES OF MY CHILDHOOD ! ! !
How could they ever be so inspired??? What a time they must have lived through!!!

Quote:
Between LBA 1 (1994) and LBA 2 (1997), the team at Adeline launched an action time traveling game in 1996, called Time Commando.
<3 <3 <3

MUCH LOVE TO THE ORIGINAL ADELINE TEAM
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  #62  
Old 2023-03-26, 19:36
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Not only that, but ADELINE SOFTWARE also created their engine and tools from scratch! Don't these guys rule or what????!!

And their 3D masterpieces were unlike those more popular at the time such as Wolfenstein or Quake, which had rough/brute models with bitmap mapping to give them their details. Instead, Adeline's innovative use of polygons (that had spawned in the days of the aesthetically timeless title Alone In The Dark of Fred and Didier's former company Infogrames) were so cleverly designed, accurately modelled and beautifully delicately shaped that all they had to do was colour the polygons with different colours, and voilĂ , that was the recipe for the imagination of millions of kids to effectively come alive.

LOVE YOU, ADELINE SOFTWARE INTERNATIONAL
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  #63  
Old 2023-03-26, 19:59
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I never played time commando…..is it something
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  #64  
Old 2023-03-26, 21:49
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when I was a child it was among the best games in the whole universe (honestly), not sure what impressions it would give to an 30-ish adult with decades of videogame technology advances later, though
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  #65  
Old 2023-03-27, 01:16
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I installed it and started it up once, but didn't actually play. I really should though.

Well now I know what I'm doing tomorrow
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  #66  
Old 2023-03-29, 23:16
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I've never played Time Commando but my concern with playing it now is that the engine is so outdated I'd be unable to separate it from when it came out. That makes me sound like a snob I suppose, but I have to say that nostalgia covers a lot of flaws, and if you didn't have the opportunity to play games from that era when they came out (and how they had evolved from older generations of games) it leaves only contemporary objectivity.

It makes me think of the wall-hit penalty from LBA 1. I get what they were going for, but that was incredibly annoying and one of the best things about LBAWin was removing that. The tank controls overall, though, are very outdated and my last playthrough left me wanting for something more modern.

That isn't to say some games don't withstand the test of time, but modern conveniences have made playing more pleasurable, in my opinion.
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  #67  
Old 2023-03-30, 01:18
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What's so wrong with tank controls?





What do people suggest instead?
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  #68  
Old 2023-03-30, 01:47
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Nowadays, I think screen-related movement ?
Tank controls feel awkward on a joystick, no complaints on keyboard though.
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  #69  
Old 2023-03-30, 13:32
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Oh
I'd never think of playing LBA with anything other than a keyboard
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  #70  
Old 2023-03-30, 14:43
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I don't know exactly how it works (more complex animation and physics I guess), but the modern way of controls, that I think were introduced by Super Mario 64, but that also work in any kind of modern game, also with a keyboard, allow you to turn in a very small circle, so that you not like in the LBA games have to rotate around your axis before you start walking in one direction. Of course modern games are nicer there, but I'm still pretty happy with how the LBA games play nowadays. Even with that inconvenience it's still pretty fast-paced compared to other old games, especially those with turn-based fighting.
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  #71  
Old 2023-03-30, 23:26
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Nowadays, I think screen-related movement ?
Tank controls feel awkward on a joystick, no complaints on keyboard though.

Pretty much gamepad controls. Most modern games - even isometric ones - have the concept of screen-related movement keyed to a joystick or wasd. The tank controls of LBA are a product of their time but considering that is what the Lara Croft series have been known for, the modern Tomb Raider titles have abandoned the tank controls in favor of a more responsive and streamlined experience.
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  #72  
Old 2023-03-31, 00:45
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Oh
I'd never think of playing LBA with anything other than a keyboard
Frankly, keyboard is my favourite type of controller. Several buttons, map it however you want it, no awkward half-states like with joysticks or triggers... Keyboards ftw !
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  #73  
Old 2023-09-23, 04:47
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Originally Posted by bloodhound View Post
I don't know exactly how it works (more complex animation and physics I guess), but the modern way of controls, that I think were introduced by Super Mario 64, but that also work in any kind of modern game, also with a keyboard, allow you to turn in a very small circle, so that you not like in the LBA games have to rotate around your axis before you start walking in one direction. Of course modern games are nicer there, but I'm still pretty happy with how the LBA games play nowadays. Even with that inconvenience it's still pretty fast-paced compared to other old games, especially those with turn-based fighting.
What games exactly required you to rotate before you could walk around into the new direction? Because I don't recall that at all in old games.

If I compare the controls of eg. Wolfenstein 3D or LBA 2 to those of say, Neptunia Sisters vs. Sisters (I could bring up GTA: San Andreas, but that has WASD + mouse rather than simple WASD), I see no real difference other than the camera automatically changing the angle as you move. And I believe the Adeline developers on the official LBA Discord server explained that they did not make camera movements automatic because it would have been too slow on contemporary hardware. Now, Tomb Raider II does automatically move the camera, which makes it even closer.

So if by non-tank controls, WASD + mouse is meant, then the switch to that appears to be specific to Western games, while Japanese games, or at least, J-RPG's, have mostly switched to simple WASD instead.
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Last edited by Battler; 2023-09-23 at 04:59.
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  #74  
Old 2023-09-23, 04:52
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Quote:
Originally Posted by SpaceGuitarist View Post
Not only that, but ADELINE SOFTWARE also created their engine and tools from scratch! Don't these guys rule or what????!!

And their 3D masterpieces were unlike those more popular at the time such as Wolfenstein or Quake, which had rough/brute models with bitmap mapping to give them their details. Instead, Adeline's innovative use of polygons (that had spawned in the days of the aesthetically timeless title Alone In The Dark of Fred and Didier's former company Infogrames) were so cleverly designed, accurately modelled and beautifully delicately shaped that all they had to do was colour the polygons with different colours, and voilĂ , that was the recipe for the imagination of millions of kids to effectively come alive.

LOVE YOU, ADELINE SOFTWARE INTERNATIONAL
Wolfenstein 3D did not have model at all - instead used bitmap sprites. Only the walls, doors, floors, and ceilings were 3D, and even those were mostly just flat rectangles rendered with simply ray casting. LBA 1 was quite innovative in that regard. LBA 2, on the other hand, was a bit behind with the times, as there was already eg. the Tomb Raider series which was full 3D, meanwhile, LBA 2 had only evolved the outside areas from isometric like the interiors to simple height-mapped 3D, leaving again only the models as full 3D.
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  #75  
Old 2023-09-23, 15:19
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Bridges, lighthouse, school of magic, it all contains overhangs, so even terrain is fully 3D.
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