┌(˘⌣˘)ʃ☕

Tuesday, February 13, 2018

New Album Coming Soon!

It's been a while since I've posted any sort of update or new music (chiptune), but I've not been sitting idly by (or at least not entirely). I have written enough songs for an album (20 or so, since my songs are short) and am now just putting the final touches on them before firing up my recording equipment and pumping them out! It should drop by early March if I'm not lazy 😅 I'm greatly looking forward to finally having these songs finished and uploaded. I've been working on them off and on for over 3 years now... 💀

Monday, March 17, 2014

How I got into Chiptune •͜ •

I had been tinkering with some old Game Boys when I found my Game Boy Color and started back playing Mario Tennis. I was soon ordering games from eBay, playing Tetris, Warioland, and Kirby. These games peaked my curiosity; Kirby's Adventure in particular. The music in Kirby games was phenomenal! So I began to experiment with LSDj on my laptop. I printed off the LSDj manual, sat down, and read. I read for maybe an hour straight, and then started to get to know my way around LSDj. Slowly but surely I started to understand the basics. That day I started some crude tracks, getting far too much enjoyment out of the beeps and bloops I was making whilst fumbling around LSDj's interface. Since then, I have been tracking in LSDj and learning new tricks to liven up my songs. I've even modded my Game Boy Color with a GBAsp frontlight that a friend gave me and gave it prosound so I can record my songs! My first mod was an old DMG model that I got from eBay. I got my parts from Kitsch-Bent (case, buttons, screen protector, backlight, etc..) and I was so excited! I would daydream at work, hoping that my mailbox would contain my treasures when I got home! Then one day, I got my package in the mail! I was almost late to work the next day because I was putting it all together! xD I failed miserably at my first backlight installation, but the next one went off without a hitch, and I soon began the search for another DMG to mod. This one I wanted to be plain-jane, but with a red backlight. So I found a DMG on eBay, fixed it's vertical lines, gave it prosound and a backlight, and whalla! I was hooked!

Tuesday, November 12, 2013

Current Project: Dungeon Dive

Dungeon Dive

(Materials)Chessboard, pen, paper, standard RPG dice. 

(Basics)Attack and defense will be conducted using a D20. Both players roll and use the number rolled to find out attack damage and defend against attacks. Any damage that would be calculated and results in a fraction will be rounded to the nearest whole number. 

(Species): Four characters, one species per character (no duplicates).

Human: 15HP
Movement – 2x per turn.
Attack – 2
Defense – 2

Elf: 10HP
Movement – 3x per turn.
Attack – 2
Defense – 2 

Dwarf: 20HP
Movement – 1x per turn.
Attack – 2
Defense – 3

Orc: 15HP
Movement – 2x per turn.
Attack – 3
Defense – 1

Golem: 30HP (Cannot use Classes or Abilities)
Movement – 1x per turn.
Attack – 4
Defense – 3

(Weapons): One per character, no duplicates.

Bow: Range of 4 squares.
Sword: Range of 2 squares.
Magic Staff: Range of 3 squares.
Hammer: Range of 1 square.

(Classes): One per character, no duplicates. When using a skill, the skill takes the place of your normal attack or defense phase.

Spellbinder – Perform a radial spell that damages everyone within 1 square for 5 damage. If you roll 15 or greater on a D20, extend your range to everyone within 2 squares. If you roll 20 on a D20, extend range to 3 squares and damage to 10. [Attack-phase]

Marksman – Attack 2 enemies within range in exchange for ¼ the damage you would’ve dealt to a single enemy that turn. [Attack-phase]

Brute – Deal 2x damage for one turn in exchange for receiving ¼ the damage you would deal that turn. [Attack-phase]

Shield Wielder – Reflect back ¼ the damage you take. If you roll 15 or greater on a D20, deal back ½ the damage you would’ve taken instead of ¼. [Defense-phase]

Cleric – Heal all team members within 1 square for 5 health. Roll 10 or higher on D20 to heal yourself for 5 health (instead of your team members). If you roll 20 on a D20, heal for 10 health instead of 5 (this applies to both options). [Defense-phase]

Magi – Perform a magical blast that deals all enemies 5 damage in one direction for 4 squares. The defending player must roll a 10 or higher on the D20 to negate the damage. If you roll 20 on a D20, deal 10 damage and skip your opponent's defense-phase. [Attack-phase]

(Abilities): Single use abilities; assign one to each character before play (no duplicates). [Use D10]

Death-knell – Sacrifice yourself and remaining health to cast a healing spell that divides the remaining health you have amongst your remaining characters (must roll 0 or 1 to activate effect). 

Substitution – Substitute one character's position on the board for another character's.

Weapon Toss – Two characters within 1 square of each-other can switch weapons.

Necromancy – Bring back one character at half-health (must roll 5 or greater to activate effect).

Firewall – Create a temporary barrier of eight connecting squares. 

Tactical Retreat/Advance – Forfeit your attack-phase for the movement of 2 characters within their natural movement range.

Saturday, October 5, 2013

Dice, Pen, & Paper

Dice, Pen, & Paper
By Jared Clark Smallwood

Game Objective: 
The object of the game is to bring your opponents Health/Hit Points down from either 100 or 250 to 0 (or from 500 to 0 if playing 4+ Player Team Rules).

Necessary Components: 
2 or more players, a set of dice with a D4, D6, D8, D10, D12, D20.

Turns: 
2 Player Rules: At the start of the game, each player will roll a D6 to see who goes first; the one with the higher number will take their turn first. Each player will have an attack-phase and a defense-phase. Each turn, a player will attack and the other player will defend. This will alternate back and forth until one player is at 0 Health/Hit Points.

3+ Player (Uno-Type) Rules: At the start of the game, each player will roll a D6 to see who goes first; the player with the highest number will take their turn first. The turn order will be clockwise starting with the first player to take their turn. Each player will have an attack-phase and a defense-phase. Each turn, a player will attack and the next player will defend (i.e. you will attack the person who takes their turn next, NOT the person who attacked you). This will cycle clockwise until only one player is above 0 Health/Hit Points.

4+ Player Team Rules: At the start of the game, each player will pick a partner and form a 2 person team, then roll a D6 to see who goes first; the team with the higher (cumulative) number will take their turn first. The turn order will be clockwise starting with the first team to take their turn. Each team will have a shared HP of 500, an attack-phase, and a defense-phase. Each turn, a team may attack any opposing team. There will be 1 attack by each team member per turn, but the defense for those attacks will be taken by using a single character’s stats/build. This will cycle clockwise until only one team is above 0 Health/Hit Points.


Attack & Defense: 
Each player will allocate 5 skill points between their “Atk” and “Def” stats. These stats will be used as multipliers. When a player attacks, they will roll the D10, then multiply the rolled number by their Atk stat. When being attacked by an opponent the player will roll the D8, and then multiply the rolled number by their Def stat.

Spells: 
Each character may choose 2 spells to use at the start of the game, unless otherwise specified in their class rules (example: Wizards and Battle Mages can use all ‘spells’). You may use one of these spells per turn by rolling the D4.

Flameburst - Envelopes the enemy in a scorching fire that deals damage equal to the number rolled on D4. (ATTACK-PHASE ONLY.)
Sheerwind - Blasts the enemy with icy winds, causing 10 damage. Must roll a 4 on D4 to activate. (ATTACK-PHASE ONLY.)
Dispel - Negate all race and class effects for one turn. Must roll 3 or higher to activate. (ATTACK OR DEFENSE-PHASE.)
Dark Shroud - Conceals your character for one attack-phase and one defense-phase. Must roll 3 or higher to activate. (ATTACK OR DEFENSE-PHASE.)
Tension Raise - Double the damage dealt by your next spell. You cannot use a spell the turn after this spell's effect has taken place. Must roll 3 or higher to activate. (ATTACK-PHASE ONLY.)


Race: 
Each race has additional point(s) to allocate and/or perk(s). 

Human: Roll D12, if you roll 10 or higher, your character’s Def is set to 5 for this turn.
Draconian: Roll D12, if you roll 10 or higher, your character’s Atk is set to 5 for this turn.
Elf: +1 to Atk and Def stats.
Dwarf: +2 Def.
Orc: +2 Atk.
Spriggan: Roll D12, if you roll 10 or higher, attack again.
Orge: Roll D12, if you roll 10 or higher, double your Def for this turn.
Lycan: Roll D12, if you roll 10 or higher, double your Atk for this turn.
Vampyre: Add +5 to your health points every attack-phase.
Felid: +3 Def -1 Atk.
Fiend: +3 Atk -1 Def.
Troll: +3 Atk. (Trolls have no class.)
Golem: +3 Def. (Golems have no class.)

Class: 
Each class has different spells/skills that they are able to use.

Warrior - Roll the D20; this number will be your potential extra damage to deal. Roll four D6 (or one D6 four times) and if the sum of all four dice equal or exceed the number rolled on the D20, you may add the number rolled on the D20 as extra damage to your opponent. (ATTACK-PHASE ONLY.)

Thief - Start with 2 set skills:
#1: "Steal Supplies" - Take 5 health points from your enemy and add them to your health points. (ROLL 10 OR HIGHER ON D20 TO ACTIVATE. ATTACK OR DEFENSE-PHASE.)
#2: "Turn Tables" - Take half the damage your enemy deals to your health points this turn, and deal it back to them as immediate damage. (ROLL 15 OR HIGHER ON D20 TO ACTIVATE. DEFENSE-PHASE ONLY.)

Priest - Start with 2 set spells/skills:
#1: “Divine Rejuvenation aka ‘Heal Spell’” - Roll the D20 and decide if you will heal yourself for the rolled number at the expense of your next turn. After you have just healed yourself (or team), you will resume taking turns after your next defense-phase. When playing with 4+ Team Rules, your team-mate must attack and defend with their stats and effects alone while you are incapacitated. (DEFENSE-PHASE ONLY.)
#2: “Exorcism” - Deal damage equal to the number rolled on D4. (ATTACK-PHASE ONLY.)

Wizard - Start with 2 set spells/skills:
#1: "Extended Resourcefulness" - Can access all spells.
#2: "Impassable Wall Ward aka ’I’m a real wizard!’" - At the end of your defense-phase, cast a protective ward that defends you (or your team) from half the total damage that would have been taken. (DEFENSE-PHASE ONLY. MUST ROLL A 10 OR ABOVE ON D20 TO ACTIVATE. MUST WAIT ONE TURN BEFORE THIS SKILL MAY BE ACTIVATED AGAIN.)

Ranger - Start with 2 set skills:
#1: "Volley of Arrows" - Roll D20, deal half the number rolled as extra damage; rounding down on odd numbers. (ATTACK-PHASE ONLY.)
#2: "Shining Shot" - Roll the D4, deal twice the number rolled. (ATTACK-PHASE ONLY.)


Battle Mage - Start with 2 set spells/skills:
#1: "Extended Resourcefulness" - Can access all spells.
#2: "Skilled Mage" - Can re-roll once for a spell's desired effect. (ATTACK OR DEFENSE-PHASE.)

Assassin - Start with 2 set skills:
#1: "Hidden Dagger" - Bypass opponent’s defense-phase at the expense of half the total damage that would have been dealt at the end of your opponent’s defense-phase. (ATTACK-PHASE ONLY. MUST ROLL A 10 OR ABOVE ON D20 TO ACTIVATE.)
#2: "Poisoned Dagger aka 'Et tu Brute?' " - Bypass an opponent’s defense-phase completely and deal full damage. (ATTACK-PHASE ONLY. MUST ROLL A 20 ON D20 TO ACTIVATE.)

Necromancer - Start with 2 set spells/skills:
#1: "Summon Undead" - Summon the undead to do damage equal to the number you roll with the D4 +1. (ATTACK-PHASE ONLY.)
 #2: "Soul Devour" - Deal 10 spell damage, then roll D4. The number rolled on the D4 equals the amount of recharge turns you must wait before activating this spell again. (ATTACK-PHASE ONLY.)
  
Paladin - Start with 2 set spells/skills:
#1: "Divine Light: - Roll D4, if you roll 4, recover half the damage dealt to your HP that turn. (DEFENSE-PHASE ONLY.)
#2: "Divine Judgment" - Roll D4, if you roll 3 or higher, deal to your opponent half the damage dealt to your HP that turn; rounding down on odd numbers. (DEFENSE-PHASE ONLY.)

Mystic - Start with 2 set spells/skills:
#1: "All-in" - If your opponent’s Health/Hit Points are equal to or lesser than 30, roll the D4. If the number rolled is 3 or higher, your opponent loses. If the number rolled is 2 or lower, you lose. (ATTACK OR DEFENSE-PHASE.)
#2: "Quick-draw" - You and your opponent roll for 4 on the D4. The first to roll 4 gets 10 extra damage to deal to the opposing party. If neither party gets 4 on the first roll, repeat this until 4 is rolled by one party. In the event of a tie, the effect of this spell is negated. (ATTACK-PHASE ONLY.)


Lich Lord - Start with 2 set spells/skills:
#1: "Ultimate Evil" - The player who uses this spell sacrifices 10 Health/Hit Points to deal 25 points of damage to their opponent. (ATTACK OR DEFENSE-PHASE.)
#2: "Undead Army" - (Summons an army of the undead to deal a massive 15 points of damage. The opponent receiving the damage has the option to re-roll the D8 once for a higher Def., if the number rolled is not higher than their initial roll, they may keep the initial roll’s value. NOTE THAT ALL DAMAGE DEALT MUST BE RECALCULATED IF THE OPPONENT’S DEF. ROLL CHANGES. (ATTACK-PHASE ONLY.)