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New releases

goosejelly Blog

I have officially released a whole slew of songs my most favorite one today is:

Drug Dealer (Adrenaline Mix).
I hope to continue producing more bangin' sounds and I hope you all enjoy. I am currently working on the Hardcore and New Hardstyle, Bass Ovulators and Bieurti DJ mixes, respectively. Hope you all have a great time headbangin'.

Current Music Projects

goosejelly Blog

I currently only have three active music projects, it is hard to explain why I am changing my names and
making new projects, but I am currently only in the works on three of them at a time.

StaRKrafteR, my Hardcore project, has officially been renamed to "Bass Ovulatorz" because I thought that
StaRKrafteR wasn't appealing enough.

I have a new Oldskool Hardstyle project called the "Audio Amplifierz", it focuses on the less common Hardstyle
reverse basses, and is set to a strict 140BPM only.

BassXciter is a Power Hardstyle project which is usually in 150 to 160BPM, it focuses on the often heard
Early Hardstyle reverse basses and extreme hard-noises without a synth or lead in almost all songs.

Mxthe: Interview on Underhell

goosejelly Blog

mrtaterz: I have a few questions for you Mxthe, I hope you answer them with your full honesty.
mrtaterz: What's your inspiration for Underhell?
Mxthe: lots of stuff
Mxthe: books movies and games
mrtaterz: Does Stephen King or F.E.A.R. come into play for your inspiration?
Mxthe: Indeed, although FEAR was a coincidence
mrtaterz: How about Stephen King's work?
Mxthe: Great inspiration for sure
mrtaterz: Name one of your favorite books or movies by him.
Mxthe: Rose Red was pretty important during the house creation process
mrtaterz: Sounds like you're a vivid fan of Stephen. He works on a lot of the best concepts for paranormal activities, his book, 'It", could anyone ever see a concept in Underhell for a supernatural being like It/Pennywise?
Mxthe: What many fail to understand is that what has been released so far is only the Prologue
Mxthe: It is the equivalent of the trainstation level in half life 2
Mxthe: And I am amazed that people add me to thank me for "my" work
Mxthe: On such a small piece of the game
mrtaterz: Indeed.
Mxthe: As for the inspirations or other, I can comment the ones that were used for the Prologue
Mxthe: but I will try to avoid revealing anything that might give clues as to what happens in further chapters
mrtaterz: No one likes to ruin a story, Mxthe. :P
Mxthe: Exactly, but a lot have added me asking for it
Mxthe: Not implying that you are
Mxthe: your questions are pertinent
mrtaterz: I am just a game critic with an open-mind.
Mxthe: I can see that
mrtaterz: So far your game has a very deep and driven story, could you say exactly how much time in an average day it would take for you to come up with a new plot or twist in a story?
Mxthe: Sorry to answer your question by another question, but how can you tell how deep the story is with only the prologue being released ? xD
mrtaterz: :P
Mxthe: As for other stories, they keep popping up in my head, and I try to simply them and merge them as secondary quests/characters to make the Underhell world bigger
mrtaterz: So it's like a big FPS with the RPG element of sidestories?
Mxthe: That was the intention
Mxthe: The prologue was always marketed as "an action packed prologue to a survival horror"
Mxthe: People just can't read
Mxthe: Some will be disapointed by chapter 1
Mxthe: Some will love it even more
Mxthe: Just like everything I guess
Mxthe: lovers gonna love, haters gonna hate
mrtaterz: Would the side-stories be relevant to the girl in Jake's house? Could these side-stories connect to some sort of plot you are working on?
mrtaterz: May I just say, also, that when that mysterious girl popped out of the bathtub in the bathroom, I nearly shit my pants. Wonderful fear-factor you are putting into the game.
Mxthe: The entire story of the game was the first thing I finished
Mxthe: It is not a single doc, it is a messy folder of hundreds of text files
Mxthe: around 600 pages
Mxthe: describing characters locations and events
Mxthe: backstories, organizations
mrtaterz: Could you write it into a book if you tried?
Mxthe: Would be difficult
Mxthe: But possible
mrtaterz: With your superb storytelling I would have to disagree.
Mxthe: And about the fear factor, it is no different from many other games, the only thing original here is the random factor
mrtaterz: The ASS system?
Mxthe: I am actually working on a serie of Developper Commentary video explaining all that
Mxthe: the ASS system was thought by Hen and is very specific
Mxthe: I had never heard of it when I was working on Underhell
Mxthe: Hen and WCS came on board for beta testing and polishing
Mxthe: everything was already done
Mxthe: But they brought fresh perspective, voice actors and cool rebalance ideas
Mxthe: Wouldn't have finished that fast without them
mrtaterz: Nightmare House 2, I read my e-mail from D. Romero in Underhell, is that an Easter Egg or could that actually mean something?
Mxthe: It is an easter egg
Mxthe: We like to imply crossovers, it won't be the only one
Mxthe: Actually it is not the only one already...
Mxthe: I love em, Hen loves them
Mxthe: it's just us having fun with ourselves...
Mxthe: That sounded wrong on purpose
mrtaterz: I don't think I remember hearing you being involved in the NH2 project. Did you do anything specific to contribute to the success of it?
Mxthe: No I did not
Mxthe: I met Hen after release
Mxthe: I approached him showing him the 2007 trailer of underhell
Mxthe: That used the same model he did
Mxthe: and that looked a lot like NH2's ambience
Mxthe: he loved it and helped me revive the project
Mxthe: Underhell was paused at the time
Mxthe: He was great motivation
mrtaterz: I bet, without him and the community, do you think you wouldn't have even been able release at least the prologue to the community?
Mxthe: Maybe, but it wouldn't be as "stable" and it wouldn't have been released that early
Mxthe: Making a game is not like making a movie
mrtaterz: The people behind Call of Duty would have to disagree, all you need are a few explosions to make a "good" game, vice-versa to a movie, right?
mrtaterz: Sarcasm.
Mxthe: Transformers 3 oscar worthy ey
mrtaterz: Heh.
mrtaterz: I am glad to be talking to you, keep working on Underhell for the community and I.
Mxthe: I'm working on it for myself
Mxthe: Giving it to the community is a bonus
mrtaterz: That sounds like something I would say.
mrtaterz: I will leave you to it, Mx. Stay strong.
Mxthe: Easy to look strong
Mxthe: Not easy to be
mrtaterz: Well, I will see you later.
Mxthe: Farewell

New release!

goosejelly Blog

I have a new release coming soon on IndieDB and I thought it was special enough to be put into my featured videos on my profile page. It is called "Bass Control", by Bassxciter, I hope you all enjoy it when I finish rendering it on Sony Vegas.
The video will be uploaded on YouTube and IndieDB soon once I get it all set up on them guys. :)

Conscript Update, 7/29/2011

goosejelly Blog

The people down here at the Cult of Diversity have been working hard on Conscript, we have been updating maps, creating new ones, and are fixing the many weapon bug issues that should not be present once a Multi-player Beta is released by the end of this year.

The weapons are still under development, as there are some weapons that are still in work of being restructured, and we are working on replacing textures, and making new weapon models, this is probably the fourth time we've replaced or redone weapon models, but we assure you that this is because we are trying to make a worthwhile game that you won't just play and then move on to something else.

I have currently been working on textures and sounds, and let me just say that the sounds you hear in the game are all going to be professional.
I am not allowed to give too much info on the game until an official update is released, but I assure you that we are not dead, we are just very busy.

In more recent times, we are currently testing not only the Dark Places engine, but we are also testing out the Impulse Engine, for their purposes, the Impulse Engine is for the Portable version and Dark Places is going to be for the PC. It is to be noted that Dark Places is not really the best for the PSP seeing as how it even reduces frame rate on the PC, the Impulse Engine worked well on my PC, so it should be better suited for the PSP.

That is all, I do not want to spoil too much, and the screenshots and better update info will be on the official Conscript page once biodude feels like getting off his ass and posting our progress.

New Music Project

goosejelly Blog

I have a new Raw Hardstyle project called Excezzive Logizticz, it will consist of Euphoric melodies with Raw kicks, I thought it was a good idea to help test my limits and restrains, plus, I will not be using any samples for my songs on this project, which is going to make producing songs a little longer than usual.

Played at NYC

goosejelly Blog

I had a great time last week at New York City and would like to thank everyone who attended! If you missed it, I will be uploading the whole entire 10 minute live-set for everyone to enjoy!
This mix includes my new tracks that I uploaded like Basskick, Iz That Ur Bezt, and more! I had fun and I know the crowd did because I made them bop around like crazy!

Working on Nazi Zombies: Portable soundpack

goosejelly Blog

Yes, I am working on a sound pack for NZP, this contains ambiance, zombies, gun sounds, reloading sounds, death sounds, and barricade repairing. I am putting a lot of time and effort into making this, and I will not stop until every sound in the game, so far, is remade and perfected into quality.
This will be uploaded on the add-on section for Nazi Zombies: Portable as soon as I am finished with it.