![]() When the music is calmer, that's when you're chugging your way up the hill, watching that peak in the distance you're going to reach. The basic gist is that when the music is at its most intense, that's when you're on a really steep downward slope, like you're flying down a rollercoaster in a tunnel. Can you talk about how it grabs that information and turns it into a level? Your track analysis for building a game level from the music is pretty cool. Oh yeah, I'm really happy with those guys, it couldn't be better. There's no contractual requirement or anything. I mean, Steam's the only place to buy right now, but that's not the entire story. ![]() Do you feel like you missed out, not having a boxed version?
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