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Optisynapsis

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Optisynapsis

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I had a pair of active shutter glasses way back when HL2 was around and I still had a CRT monitor - one of the reasons HL2 was easily ported to VR was because they'd hacked in shutter glasses support early on.

The refresh rate was variable on my CRT depending on the resolution, could reach > 60hz no problem. Nowadays, most panels are 60hz, 120hz, or 144hz. Mine, however, is 250hz, and I'd love to try it with some modern active shutter glasses. A google search brings up news of Nvidia branded glasses being discontinued about a decade ago, but nothing recent.

Right now I'm looking at VR headsets. I owned the original Oculus dev kit, and the Oculus with hand tracking peripherals which was released before the Meta Quest.

VR headsets are mighty expensive, especially anything noteworthy, besides the Meta Quest 2, which is around my price point, but isn't that impressive or worthwhile for me. Shutter glasses would be a much cheaper option for faux 3D imo, but I don't know if there's any kinda support or hardware around right now. Advice would be most welcome.

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Optisynapsis

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Wow, genuinely thought this'd be a difficult one! I even looked through the entire history of releases from Psygnosis on wikipedia and got reminded of a bunch of cool games like wiz and liz, but must have missed this one lol. Thanks all!

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Optisynapsis

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I posted this in it's own thread but I don't know how long that'll stay up if this is the place to ask such questions.

From what I can remember, it was either a genesis game or early 32-bit console game, but could be anything really.

It featured a pretty crudely rendered space station, navigated from a human first person perspective, the map seemingly algorithmically generated and mainly consisting of corridors with doors with numbers and letters, which would sometimes have an NPC in them you could talk to with a dialog tree. The goal of the game was obscure but the crew playing it had a hard time navigating and I think it has something to do with getting to the engine room in the video.

I also remember it being either published or developed by psygnosis, but after extensive searching I'm at a loss.

Any idea which game this might be, bonus points of somebody can find the feature it was included in?

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Optisynapsis

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From what I can remember, it was either a genesis game or early 32-bit console game, but could be anything really.

It featured a pretty crudely rendered space station, navigated from a human first person perspective, the map seemingly algorithmically generated and mainly consisting of corridors with doors with numbers and letters, which would sometimes have an NPC in them you could talk to with a dialog tree. The goal of the game was obscure but the crew had a hard time navigating and I think it has something to do with getting to the engine room in the video.

I also remember it being either published or developed by psygnosis, but after extensive searching I'm at a loss.

Any idea which game this might be, bonus points of somebody can find the feature it was included in?

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Optisynapsis

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I'm here as a pretty clueless 33 year old who has vary rarely collaborated or worked on projects outside of the scope of my own agenda - I've entered a couple competitions over the decades, and when I was a lot younger, contributed some music toward a game. That being said, I've always absolutely adored classic game music - often just going into the sound test as a kid and listening to songs that I loved, very rarely concerned with the limitation that it was all generated on chip, and instead falling in love with melodies and harmonies and plain cool tracks. So anyway, I have a lot of respect for the art.

I'm not sure I can post any examples of my own work (but if the mods allow it I'll post a link - I think questions about the kind of game I'd be making music for would be better answered that way). In the meantime, are there any tried and true avenues into commercial game music - or indie devs who I could approach to work with, there are tons of games (Shovel Knight, Cave Story, Hyper Light Drifter) whose music holds up and surpasses some of the best of the former.

I'm at a point where I can output music I'm happy with in a technical and musical sense. I think it's different and unique enough that applied to a certain style of game it could work quite well. Of course, I'd love to work on a classic :)

Does anybody out there have any tips / recommendations on how to get involved?

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Optisynapsis

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So hi, my name's Rob. Chemeleon for short. I just thought I'd post a little post here to say hello and maybe get my music to some ears that'd enjoy it.

I'm heavily inspired by game music, especially old MegaDrive/Genesis Konami and Treasure titles. Gunstar Heroes, Rocket Knight Adventures and Streets Of Rage are probably my favourite soundtracks, as well as the Sonic games. Music made with old sound chips is like the prog rock of electronic music I think. Very complex harmonies and melodies, interesting electronic sounds, complex structures and rhythms. My music isn't quite as colourful or interesting but it definitely couldn't have happened without the music of these relatively unknown legendary electronic musicians.

Anyways, I released an album not to long ago, and I think it's unintentionally about battling with a mental illness. You may find it here:

https://chemeleon.bandcamp.com/album/primitives

(Incidentally, if you're looking for a musician for a project of yours, please don't hesitate to approach me. I think getting to work on a project or two would be a dream come true for me.)

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Optisynapsis

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#7  Edited By Optisynapsis

Optisynapsis - HaloMass (Deepfield Edit) :

I'm using some odd stereo field effects in this track, wondering how well they'll translate to different sound systems / headphones. Also curious about how well the robotic voice 'sits' in the mix. Your general response to the song would be good to know.. I find it harder to judge after working on a song for an extended period.
I'm using some odd stereo field effects in this track, wondering how well they'll translate to different sound systems / headphones. Also curious about how well the robotic voice 'sits' in the mix. Your general response to the song would be good to know.. I find it harder to judge after working on a song for an extended period.

I just joined the GiantBomb soundcloud group and I'm also looking to collaborate - I'm open to anything and adaptable. Thanks for any and all feedback.