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Ninja Crow
Commander ![]() ![]() Joined: 02 June 2009 Online Status: Offline Posts: 323 |
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@ BW: your remix of 37255 into 37291 made me think that maybe it could be an icy level music - I think all it needs is a suitably haunting flute for the lead-in at the beginning (not sure if I like the string instrument or the new one better, yet). But use it sparingly, and see if there's one that's not too sharp (my ears are a bit sensitive to high pitches).
For the same reason, I have a bad time with high hats. I love your drums and how they come into the song, but do you mind putting the high hats back as they were in the first version, where they were more subtle? (I'll compare this to the use of speculars in art: a tiny spot is better looking than a swath filling the entire lit part of a surface -- less shine actually makes things look shinier, strangely.) For your 37290 version of 37269, I can't really judge it very well, because the instrument at the beginning (a bell, I think) has been changed, and is sharper and not as pretty as the first version. I do like the sound of the flute instrument playing behind it, but it isn't quite as delicate and effective as the way you did the piano in the first one. The new one's fourth instrument (some kind of horn?), that comes in to accompany the third instrument definitely has a nice sound to it, though. I'd still like to hear a version of 37269 with just a change to a viola. And as for making them sound 8-bit, I dig the square and saw (takes me back to my Commodore-128 days!) but until we get some leads on better instruments (see the next paragraph) I think it's just fine to keep using the coolest or prettiest MIDI instruments you can find. You managed to make something that I'd consider finished for the beginning of 37269, for example -- I'm impressed! I don't know how hard it is for you to upload to MIDIShrine, or how much space you get, but if you could be sure and only change one thing at a time, it'll make it much easier for me to understand the change -- thanks! As for MODs, I'm pretty sure that trackers can import MIDIs, so you shouldn't have to worry too much about that. But if you do have the time and inclination to check MODs out, I'd love to hear what you think. Maybe there is a music forum that works like the PJ forum, where people can get advice (such as what the best tracker is, or where to get good sound fonts, etc.). Wind Waker sounds like a great place for music inspiration -- by all means, I recommend it heartily. And what is your experience level with GML, by the way? Can you describe, for example, how you would solve the problem of smoothly moving the camera from one game character to another? (I expect you may need [code] tags, and fake resource names for this.) And, yes, I strongly suspect you do have a long and fruitful career in the gaming industry ahead of you! @ onek & inphy: Hello, and thank you so much for the info and advice! I'm very grateful for anything you can tell us about these things. I don't know if this will sound blasphemous, but I'm not super-fond of chip tunes, just because they're 8-bit (some songs use Gameboy sounds just for the sake of it, without actually having very attractive instruments -- though I do like the 'telephone' sound a lot more than some of my friends, so...). I guess I'm just more used to the 16-bit era (like the Mega Drive/Genesis), but one way or another, all I desire is that it sounds like video-game music and that the instruments are pleasant -- whether 8-bit or not. So I'm definitely looking forward to anything you want to show us, onek, and thanks! @ Robinhood: the second song on Noteflight needs a sign-in, so it won't play :( The first one, though has a nice melody, but up until the 40-second point sounds a bit like a question being asked too many times without an answer -- does that make sense? Also, does anybody else think that the music for the first world needs to have somewhat of an ethnic, African music sound? Or am I just thinking that because of the savannah-like setting? I think this may be a cool way of getting some energy and happiness but also some weight for it. So what's everybody think? |
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StraightBit
Seaman ![]() Joined: 15 March 2010 Online Status: Offline Posts: 17 |
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Originally posted by Ninja Crow
And what is your experience level with GML, by the way? Can you describe, for example, how you would solve the problem of smoothly moving the camera from one game character to another? (I expect you may need [code] tags, and fake resource names for this.) Do you propose to test him on his GML knowledge or would you like to know this yourself? Because you hardly need any GML to do this. |
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inphy
Commander ![]() ![]() Joined: 24 June 2014 Online Status: Offline Posts: 116 |
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Originally posted by onek anyway....ive never really worked with MIDI (GM/GS etc), so im not rly font on that matter, but from what i know i think it sounds quite cheap (sure it kinda depends on the synthesizer...but still its quite static )also whats more important, the possibillties of sound modulation/ creation are quite limited i think... for example, can u do LFOs, filtersweeps, delays-fx etc? if yes, my bad... ^^ MIDI is on a different level and doesn't concern itself with specific effects such as LFO. It's pretty much just message and timing data, and it's up to the synth what to make of it. For example, "play note A on patch 123" and "set controller 13 value to 14". What "patch 123" means is up to the synth. It could be a piano (GM standard does define specific values, but anyway), or machine gun sfx. Likewise "controller 13" and "value 14" could mean "set LFO frequency to 14 Hz" or "pitch bend by 14 cents". Granted, common synths might not include a LFO effect. Depending on the sequencer, you could use virtual instruments, which are basically software synths/samplers/whatnot (including analog synths with all the crazy knobs and dials). You could have a different instrument on every channel, and usually these virtual instruments implement all kinds of useful controllers. For example, an analog synth would take MIDI data in and output glorious waveforms with whatever oscillation, and "controller 13" might very well be a LFO controller. In the virtual instrument (sampler) I use, "controller 13" would mean a lot of things depending on the instrument loaded - on guitars, it would be "finger noise intensity". These virtual instruments are not "MIDI" and are not carried in MIDI files, but they're controlled by MIDI, just like if you'd wire a hardware sampler to a MIDI keyboard. So yeah; MIDI itself doesn't do anything really, but it makes everyone else do anything. :) The reason MIDI songs usually sound static is because the composer has omitted/forgotten to pay attention to dynamics (notes play at a constant velocity). I uploaded a small example of what velocity and patch changes can do to 37272. In the beginning, I added the original the way I hear it through the OS MIDI synth. After that, the same with some added dynamics, virtual instruments and audio effects. 1.5 MB MP3: http://www.megaupload.com/?d=MOH4X6LQ edit @ Ninja Crow: What goes for "best tracker", there isn't one. Pick the one that you feel comfortable using. Module formats are "standard" and a module will sound pretty much the same from tracker to tracker. There are a few exceptions, such as OpenMPT allowing non-standard MOD format notes and effects sounding slightly different, but OpenMPT has an approachable user interface. MilkyTracker may be more difficult to get started with, but it's much more "standard compliant". These are, however, things you won't notice that easily and in the end won't even matter because you're using another piece of software to play it back ingame anyway. Regarding good soundfonts, do note that if they make things sound better for you, they are not carried in the MIDI file (nor the fact that they were used) and will not improve playback on any other synths unless they support soundfonts and the user explicitly chooses to load a specific one. They're pretty much usable only for rendering into WAV/MP3/OGG, and then you're dealing with several megabytes of excess again. Edited by inphy - 03 September 2010 at 8:28am |
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bannanawalrus
Commander ![]() ![]() Joined: 23 April 2010 Online Status: Offline Posts: 230 |
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here is the ending one with a string ensemble instead of the contrabass'. i think maybe the OD guitar is a bit sharp, maybe a organ would be better?
the drums are the same in all the incarnations of 37255 as far as i can tell? arent they? where are they different?
GML? im not sure exactly how i'd do that without trying. my first thought would be either switch the view_object[0] to the correct object(presuming the characters were different objects, else you'd have to use the instance id) either that or have a view assigned to each and swap between those.
smoothly? perhaps have an (invisible) oView or some such object, placed at oPlayer.x-(view_wview/2), oPlayer.y-(view_hview/2), and have the view set to that. when the switch button is pressed, change an internal variable(for example "following") to oPlayer2 and in the step event, if the coordinates are not equal to "following".x-(view_wview/2), "following".y-(view_hview/2), move towards those coordinates(or set the view_hspeed till it is there. this method would also work if you're deactivating instances outside the room.
there's probably a way better method, and you can see that im not a coding ninja or even very good, but i know enough to resolve most error messages that might appear.
i'm still confused by trackers (although i havent looked at OpenMPT yet just Famitracker and MilkyTracker.) i'm also confused by virtual instruments, and most of what inphy said. i',m afraid i'm easily confused.
I'd have a go at the african vibe thing for sure.
Edited by bannanawalrus - 03 September 2010 at 11:01am |
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inphy
Commander ![]() ![]() Joined: 24 June 2014 Online Status: Offline Posts: 116 |
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Sorry, I didn't mean to confuse. Don't worry about virtual instruments, they're mostly commercial territory and cost megabucks, but if you want information at a later date look up VST tutorials, FAQs and whatnot.
I wrote a short introduction to trackers, hopefully this clears up some issues. :) -- Up until now with MIDI, you've had channels with a single instrument, like piano is channel 1. You could do, for example, 3 note chords by just playing 3 notes simultaneously on that channels. With trackers, however, channels work differently. Each channel can play only one note at a time, so doing a 3 note chord would mean playing 1 note on three channels. Channels are not limited to single instrument either, and any channel can play any instrument. You could have, say, a simple untss-untss drum pattern on a single channel by just playing bass drum and hihat after one another. Instruments can also loop, so there's essentially no specific length to notes. Refer to this screenshot: http://upload.wikimedia.org/wikipedia/de/a/a4/OpenMPT-1.17.02.53.png -- Trackers don't have builtin samples, you have to supply them yourself. Samples are short sound clips that can be anything from a piano note to an explosion. You just load whatever samples you want to use and start jamming notes in. Your MIDI synth might already work in a similar manner with a builtin set of samples to play. You don't need to use a different sample for different notes of the same instrument (piano), the tracker just plays the same sample at different frequencies to achieve notes. If you, for example, play C-5 on instrument 1 (piano) and then a C-4, that C-4 will play the same piano sound but at half speed, and it will indeed sound one octave lower than C-5. -- Let's look at the channel on the left. The top note is a 5th octave C. After that, three gaps. Another 5th octave C. The 02 right next to the note means that that note is played using instrument 2, whatever it is. If the instrument is a long one or loops, it will keep playing until it stops or another note is played. If instrument 2 would be a vocal clip like "hello world", that channel might sound something like this - first C-5 plays up to "hello w" and the second then starts again from "hello". You won't hear the "orld" from the first C-5, because the second C-5 kills it. You'd hear "hellowhello..". What about the gaps then? They're just empty space, a tick of time. A tracker plays one line at a time. You can see the yellow line on that screenshot. Depending on the tempo of the second, that goes faster or slower. If you're familiar with scores, you could think that someone is moving a ruler from left to right, revealing notes for you to play. What about quarter notes, full notes, 1/16th notes, etc? Try reading the first channel like this: Play C-5 for 4 lines, play C-5 for 4 lines, play C-5 for 4 lines, play C-5 for 2 lines, play C-5 for 2 lines, etc. You first determine what one line means with the tempo. You can choose it to be pretty much whatever you want. If you set one line to be 1/16th note (fast tempo), then you can read the first channel like this: Play C-5 as 1/4 note, play C-5 as 1/4 note, play C-5 as 1/4 note, play C-5 as 1/8 note, play C-5 as 1/8 note, etc. If you decide that you want one line to mean a 1/4th note, then the first channel is: Play C-5 as a full note, play C-5 as a full note, play C-5 as a full note, play C-5 as a half note, play C-5 as a half note, etc. The rest of the markings on that channel are effects. Those "v08" and "v48" are simple volume changes. For example, the first channel says: Play C-5 for two lines at full volume, then drop volume to 08 but keep playing the sound. "D0F" is a volume slide. There are a variety of effects, the best reference is pretty much the help files of the tracker and trying them out. All of this boils down to this; on each channel, you can play a note and have two different effects on it, but that's the maximum. (example: C-5 02 v48 D0F = play C-5 with instrument 2 with volume 48 and start a volume slide). -- Patterns, then. They are basically clips of notes. If you have a pattern that is 64 rows long, and you've decided that one row is a 1/16 note, then one pattern is 4 bars (or 16 1/4 notes). Corresponding to MIDI, if you're using 4/4 time, that means one bar can take 4 1/4 notes. A tracker song is made out of these patterns. You can organize patterns in any order and even reuse patterns. Patterns are quite useful because they can reduce work. When you look at 37272, you can see that it's doing pretty much the same time for many bars. In a MIDI sequencer, you'd copy/paste sets of notes after each other. With patterns, you just write the notes once and then modify the song pattern order so that it plays the pattern multiple times. If you modify the pattern later, it will affect every place right away. In the screenshot, the pattern play order is that string of numbers above the channels - 13, 14, 15, 9, 10, 12, .. When the song is playing, it'll start from the left playing pattern 13, then it moves to pattern 14, 15, 9, and so on. If you're redo 37272 and reuse patterns, your play order might very well be 1, 1, 1, 1, 2, 2, 2, 2, etc (doing the same thing for a while, and then introducing another part). -- Load some of your MIDIs up in OpenMPT and see what they look like (note data, patterns, song order). The MIDI import may not be perfect but it'll give you an idea of what familiar things look like as tracker songs. Experiment! |
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bannanawalrus
Commander ![]() ![]() Joined: 23 April 2010 Online Status: Offline Posts: 230 |
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I'm still not sureif im up to making songs on it, but i understand it better now, thanks. but, i can't see how to save /export MOD or whatever it is, can you give me an explanation. also, where can i get some instruments for it that will sound better?
thanks for your time.
EDIT: i transposed the dulcimer down an octave because it was getting on my nerves. midi instruments are all too sharp to do such high notes well i feel, or atleast on my soundcard.
Better or worse? Edited by bannanawalrus - 04 September 2010 at 6:36am |
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inphy
Commander ![]() ![]() Joined: 24 June 2014 Online Status: Offline Posts: 116 |
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Originally posted by bannanawalrus I'm still not sureif im up to making songs on it, but i understand it better now, thanks. but, i can't see how to save /export MOD or whatever it is, can you give me an explanation. also, where can i get some instruments for it that will sound better? thanks for your time. Save/export MOD in your MIDI sequencer? That's not possible, but OpenMPT can load up MIDI files, which you can then save into a module format. There are several formats available, and IT (if supported by whatever the playback component in the game will be) would be a good choice. MOD is an older format that has many limitations compared to IT. Samples/instruments may be a bit tricky to find, all the good repositories are long gone (dead). Usually people just download other modules and get samples from those. Every module includes every sample it uses; those can be simply saved to disk. However, if you're just interested in converting MIDI files into IT files, there's a trick you can do in at least OpenMPT. If you find a good soundfont, you can load that up in OpenMPT and have it rip the samples straight out of it. When you launch OpenMPT, you'll have the tree on the left. There's an item called "MIDI library". Right-click on it, "import MIDI library" and pick the soundfont. After that, choose to replace all instruments. Now load the MIDI. OpenMPT will then grab whatever samples it needs straight out of the soundfont. OpenMPT might grab some extra stuff you don't need, so do a Edit / Cleanup / Cleanup song to automatically get rid of extra luggage. Save to IT by File / Compatibility Export. Usually this works fairly well, in some occasions some tweaking might be necessary. Btw, regarding soundfonts, try Xioad. |
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bannanawalrus
Commander ![]() ![]() Joined: 23 April 2010 Online Status: Offline Posts: 230 |
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I got the Xioad Bank and opened the MIDI with it. its all reall out of tune for some reason?
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inphy
Commander ![]() ![]() Joined: 24 June 2014 Online Status: Offline Posts: 116 |
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Originally posted by bannanawalrus I got the Xioad Bank and opened the MIDI with it. its all reall out of tune for some reason? Well, you've unfortunately hit the case where OpenMPT fails; soundfont instruments using specific features may not be imported correctly. This is where that "some tweaking" I mentioned is necessary. The instruments you're having trouble with are most likely ones that use multiple samples (all are instrument 1, but depending on what note is played, a different sample is played). Go to the Instrument tab and take a look at the note map, it will tell you which samples are being used by what notes. You have two options for fixing this: 1) least effort - modify the note map so that every note plays only one sample (= the one that's in tune) 2) most effort - look at the sample numbers, go to Sample tab, and start going through the samples to locate the ones out of tune and basically tune them yourself (using the Frequency number) If this sounds too daunting, review all your options and figure out if it's worth the effort: 1) use modules and redo the songs in a tracker from scratch - small filesize, lots of extra effort, plays back consistently 2) use modules and import the songs into a tracker - small filesize, zero (if everything goes well) to lots of extra effort (if you have to tweak), and if retuning isn't perfect it'll still sound out of tune to an experienced ear 3) use plain MIDI files - small filesize, but you will have zero guarantee on what it will sound on every computer; soundfonts will not help 4) work with MIDI but export to MP3/OGG - large filesize, very little extra effort, plays back consistently Edited by inphy - 05 September 2010 at 4:21am |
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onek
Commander ![]() ![]() Joined: 19 May 2009 Online Status: Offline Posts: 416 |
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this thread is getting wayyy off topic dont u think guys?
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bannanawalrus
Commander ![]() ![]() Joined: 23 April 2010 Online Status: Offline Posts: 230 |
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not really. currently the music is the biggest area of the game, alot of the graphics are done and the programming isn't at the point of demo's yet. unless we're supposed to create a different topic on different forums for each aspect and have a hell of a pain in the ass refering to things in different ones, i dont see what else we can do.
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onek
Commander ![]() ![]() Joined: 19 May 2009 Online Status: Offline Posts: 416 |
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yeah... sure but its not rly about the music anymore more like tutorials on midi/ trackers etc. i think all those informations can be found via google in various FAQ/ forums all over the net...
anyway im getting off topic now myself.... ^^ |
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Ninja Crow
Commander ![]() ![]() Joined: 02 June 2009 Online Status: Offline Posts: 323 |
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@ StraightBit: a little of both really ;)
(and he impressed me once again!) @ inphy: (from this post) Thank you for the MIDI info! Your remix example of 37272 has the most beautiful strings! (the piano is a bit too strong compared to the twinkling bell instrument, tho, sorry!) I didn't know you could get such a lovely, natural performance with basic MIDI -- thank you! What instrument are you using for the strings? Thank you also for the tracker info -- I suspected that the variety of options would mean it was pretty much open to the user! And good point about the sound fonts -- I do not think that full mp3s will be desirable, so using sound fonts does seems out of the question (unless they can be packed into an IT or MOD?). @ Bannanawalrus: I have listened to 37310 and 37319. Your new strings are very lovely, and I like the instrument that comes in at 19 seconds (a tubular bell, maybe?). I agree that the dulcimer (that's what it was!) got a little annoying, but the beginning of the song really needs that light twinkle (if the notes are too 'heavy' they seem to last longer, so they feel like they're coming too close together) -- perhaps you can try dropping the octave after the rest of the song comes in . The instrument that starts up at 27 seconds (is this what you mean by 'OD guitar'?) does now sound pretty harsh compared to the strings -- perhaps all it needs is a bit of that velocity stuff inphy mentioned, to make it sound more 'human' and give it some modulation. Go ahead and try one with just the organ changed, too if you like. Also, I'll listen to the drums again and see if it wasn't just me! *.* Thanks for your GML stuff -- looks like you know your way around it quite well! From what I know, virtual instruments are pretty advanced, and it's tricky to find free ones, so I'd suggest only looking into that if you have the time or curiosity, and not as a priority. I look forward to your experiments with the African vibe! Also, if you don't mind keeping up the trials with MODs & ITs, and inphy doesn't mind helping you out with that, I'm very grateful for the effort, and very interested in the process. If it seems like it'll take a lot of long posts, though, maybe you guys can trade this stuff with PMs (but if it's not too much trouble, please both send me copies of them, so I can stay in the loop!). @ onek: would this be an okay way to keep the topic on track? (or did you not mind that much?) |
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StraightBit
Seaman ![]() Joined: 15 March 2010 Online Status: Offline Posts: 17 |
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Originally posted by Ninja Crow
@ StraightBit: a little of both really ;) In that case let me give you an alternative approach of camera switching in Game Maker. Of course you could directly try to influence the view variables, but in fact it's much easier to create a camera object and put that one as the view's object-to-follow. Then you only have to tell the camera to move at a certain speed towards the instance that you want 'focused' by the camera. It's recommended to make the speed of the camera movement relative to the distance towards its goal: the further away it is, the faster it should go. If the camera object updates its speed in every step dependent on that distance, it automatically move slower the nearer it comes to the target instance. Then the only thing you need to do is check that the distance isn't smaller than the current speed (or it would keep flying around the target) - if it is, you can set it to the coordinates of the target. Yes, it's off-topic, but we've already been off-topic numerous times throughout this thread without anyone noticing. But let's keep the game in focus here- I assume we all want to see it completed? |
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Robinhood
Commander ![]() ![]() Joined: 18 May 2009 Online Status: Offline Posts: 245 |
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Oh um, I'll read all of that when I get a chance :O
I got School tomorrow so I've been busy, sorry about that xD ![]() I dunno if it's good enough to be called done yet :P Edited by Robinhood - 06 September 2010 at 2:08pm |
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kenpokis
Commander ![]() ![]() Joined: 09 January 2010 Online Status: Offline Posts: 202 |
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I think some more limb wobbling would make it looks even better.
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bannanawalrus
Commander ![]() ![]() Joined: 23 April 2010 Online Status: Offline Posts: 230 |
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looks good but i think he should wave his arms frantically :)
edit:
ive been busy with school but i cooked this up to see if its the kinda vibe you're looking for.
Edited by bannanawalrus - 07 September 2010 at 11:30am |
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Synthesyze
Seaman ![]() Joined: 31 August 2010 Online Status: Offline Posts: 5 |
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Hey, guys, I'm RH's brother, he's been telling me to get online and make an account.
Soo... what do you guys exactly need me to do? I've composed this piece: http://www.noteflight.com/scores/view/e449777677af02627fbd08bee4a37a4520855f8c specifically since my brother has asked me to. Whether or not decide to use it or change around the notes is up to you guys. It's not perfect, it could use editing here and there, but that's the general idea. While I'm not a composer, I'm confident that I can provide some satisfying tunes, considering I've had a decent musical background. This year, I am taking AP Music Theory in order to further my composing skills, so I feel that will be of great help :) |
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bannanawalrus
Commander ![]() ![]() Joined: 23 April 2010 Online Status: Offline Posts: 230 |
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'sup. its awesome. i love it.
i've been looking forward to meeting (and, hopefully, working with) you.
:D
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bannanawalrus
Commander ![]() ![]() Joined: 23 April 2010 Online Status: Offline Posts: 230 |
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http://midishrine.com/midi/37423.mid
a quick shot at a little ice tune, i'll have another shot at the weekend.
http://midishrine.com/midi/37424.mid
whilst im posting, heres a small update to the other one. |
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Ninja Crow
Commander ![]() ![]() Joined: 02 June 2009 Online Status: Offline Posts: 323 |
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Welcome, Synthesyze!
I hope you enjoy your time here as much as I do! I like your song -- it has a nice waltz feel to it. Can't think of a place for it yet (not every level &c. is done, of course) unless you don't mind changing it a little? (is there a way to make it sound good with a rhythm section added?) I think most of the first levels will have an island/savannah theme to them -- so I'm not sure if the song could be remixed to sound like that, or saved for a possible later cutscene? As for what we need...well if it was left up to me, I'd go for an awesome soundtrack of the caliber of a Legend of Zelda game, for example. I can't say that a Zelda game is a perfect fit for a bouncy platformer, but it is a perfect example of how to get a range of styles and emotions (from happy to dark) into a coherent whole with a distinctive theme. Plus, I'm given a great boost of optimism for the possibility of indie games being able to achieve such levels when I listen to songs such as these: Seiklus: Puzzle Game 3 (the full soundtrack, in OGG and MOD/XM, here) Cave Story: Moonsong Mimiga Town Last Battle (the full soundtrack, here) Moon Boy Momotaro: Run On Oranges (this game is stalled ;O; but maybe mozzy will let us hear the others someday? plllz!) Bonus: "Breaks And Beats" from No-XS (tripped over this while looking for the links above -- the pictures in it are pretty funny, too...) And perhaps many others too numerous to mention, but I think that's the general idea (though I'd be very happy to get links to any other great examples that anybody may have). Also, I heard that Cave Story was made with the PxTone tracker, but also with something called 'OrgMaker'. Anybody have any info to clear this up? @ StraightBit: Yes, my camera is 'loose' from the player object, and uses higher speeds for larger distances. Can you suggest some sinusoidal calculations for optimum smoothness? @ Robinhood: The sprite is cute (of course) and may need some extra limb wobble, as kenpokis mentioned, but be careful not to make him flail too much. In the classic Sonic games, for example, he has two tipping stages -- the first being more gentle than the last. @ bannanawalrus: 37387 has a good vibe to it! The steel drum sounding instrument (the second one?) is a bit harsh, however, and the cymbal crash hurts my sensitive left ear, I'm afraid (don't know about anyone else, though). A bit too hectic for a full song, but it'd be great as a high-energy intro! If you can think of a nice groove of a melody for it to transition down into, that'd be cool. 37423 has a great icy feel to it (though there is an instrument in there that sounds a bit too much like a fog horn -- can it get some modulation so the notes don't hold so long?) and overall sounds very much like the inside of a cool cave. I'd also like to hear a rocking version, too, for a more outside feel, if that's okay (and maybe a slight arctic wind environmental effect might be possible for it, too?). 37424 I love how you put in the extra, different-sounding drum at the beginning, before the other one! Can you try a version with a wind instrument instead of a brass instrument as the lead? I think that'll help suggest open spaces -- but it should be kind of soft and not too high-pitched (pan pipes can sound great that way). I wrote about 37387 before listening to this, but I still think that a groovy, subtle version of the drums behind a playfully wistful melody might be perfect after the intro sequence! Terrific stuff again, thanks! (and please listen to the above links and let me know what you think!) 'Sall for now. |
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bannanawalrus
Commander ![]() ![]() Joined: 23 April 2010 Online Status: Offline Posts: 230 |
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http://midishrine.com/midi/37439.mid
do you think the drums need a bit more impact? im not sure. my plan is to have this as the normal then in miniboss battles and when wilbot is nearly dead, have the drum intro play with the melody much louder and more forceful.
grr... its stuck in bold again. oh well.
i like the melody. i might try and tie it in with any other tunes specific to world one(ie, similar melody with a differenct tone, then go off in a different direction so it doesnt get too samey. what do you think?)
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Ninja Crow
Commander ![]() ![]() Joined: 02 June 2009 Online Status: Offline Posts: 323 |
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Hey, BW, 37439 has a terrific groove to it, thank you so much, it was great fun! The use of the steel drum (I think it was) as the second melody instrument just sets it off perfectly.
The drums during the main part of the song (from about 13 seconds on, I'd say) are great (especially that nice little fill at the end). At the moment, though, I think it's just a bit too hard to tell that there are two types of drums at the beginning (the very short intro drum which gives way to the other one) but otherwise I like where this is going! The wind instrument does sound better than the horn to me, especially when mixed with those steel drums! But it's just a little flat on its own, so maybe the three or four long notes at the beginning can be a little higher pitched (believe it or not, I'm willing to risk a test of that!) or broken into shorter notes, or have a slightly 'cuter' flute instrument add a few peppy accents during the longer notes. Not sure which of these will sound best (or maybe you know an even better way?) but if you don't mind the trouble, would you please post three new versions, each with one of the three suggestions tried, and we can pick the best? Thanks again! |
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bannanawalrus
Commander ![]() ![]() Joined: 23 April 2010 Online Status: Offline Posts: 230 |
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here's a new one. i also added another little breakdown section into the end, which will go into the main melody but more powerful.
its got higher notes at the start.
i'll do the other ones later.
oh, and i cant remember if i already posted this, but i did what you said with the dulcimer in the ending tune starting high and then going low at the end .i think that it's almost done:
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Synthesyze
Seaman ![]() Joined: 31 August 2010 Online Status: Offline Posts: 5 |
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@NC
Of course, I can add a rhythm section. While I don't have first hand drum experience, I feel I can come up with a decent beat to go along with the song. In my mind, I was thinking of Mario's 1-1 theme, so that's how this song was influenced. If you could provide me with about exactly what songs you need, that would be great. I'll do my best to fit in some songwriting time into my schedule. Those are really nice indie songs, however, they don't exactly fit my style, so if you wanted something like that, I'm afraid I can't provide you with the top quality. I can relate to LoZ though, so I understand what you mean. Do those programs allow 8-bit? Since the online program I'm using is Noteflight, and I think I can probably export it to another program. I've heard people can export to places like Garageband. @BW Do you have music notation for some of these songs that you wrote? It would be easier for all of us to read and look at, so we can spot changes and help you improve the songs. Also, I could borrow some ideas and add my own style into it if that is okay. |
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onek
Commander ![]() ![]() Joined: 19 May 2009 Online Status: Offline Posts: 416 |
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Synthesyze:
Do you have music notation for some of these songs that you wrote? It would be easier for all of us to read and look at, so we can spot changes and help you improve the songs. Also, I could borrow some ideas and add my own style into it if that is okay.
you can just download the mid. file and open it in ur DAW of choice...i think most should be able to do so |
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Synthesyze
Seaman ![]() Joined: 31 August 2010 Online Status: Offline Posts: 5 |
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Originally posted by onek Synthesyze: Do you have music notation for some of these songs that you wrote? It would be easier for all of us to read and look at, so we can spot changes and help you improve the songs. Also, I could borrow some ideas and add my own style into it if that is okay.
you can just download the mid. file and open it in ur DAW of choice...i think most should be able to do so I'm afraid I don't follow... I'm not that techy. And I have updated with drums: http://www.noteflight.com/scores/view/e449777677af02627fbd08bee4a37a4520855f8c |
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Ninja Crow
Commander ![]() ![]() Joined: 02 June 2009 Online Status: Offline Posts: 323 |
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@ BW:
37443: That was just the right amount of extra pitch for the long notes at the beginning :) (I can't wait to hear what the others will sound like, too!) And the new, longer stuff you've added on the end is just terrific -- I love it! 37444: stepping down the dulcimer pitch definitely gives it some variety. But maybe because I'm listening for it, I notice that the change-over stands out a bit. Heh, if you can add another 'to-do' to your schedule, do you mind trying a pause in the music right after the intro (about 8 seconds in, I think)? If I'm not mistaken, this little hold in the music will sweeten the wistful emotion of the melody, as well. @ Synthesyze: Yeah, those examples are what I was imaging (in a sort of nebulous, unformed way) and may even be a bit too derivative, at that. But I was definitely hoping for something of the same quality, if not style -- so by all means compose in a way that you feel most comfortable in (a strong melody is more important than preconceived notions of style, anyway, I'm pretty sure). However, you're already hitting the mark pretty close anyway. Like I said before, I'm very particular (even peculiar?) in my musical tastes, so getting a song to match what I'm hoping for is in no way the same thing as getting a song to be good! (and certainly not a reflection on you or BW as composers!) So if you don't mind making a few picayune changes here and there, I'm very very optimistic that you have nothing at all to worry about (and I appreciate that you don't mind taking a page from the Legend of Zelda). I like the new drums for your song! (strangely, the MIDI version of the electric guitar [I think it is] sounds better on my computer than the wave version O.o) But speaking of picayune, I notice that in the second bar (standard) of the song, and the fourth bar (end repeat), you use a 'C - E - G' structure. To my ear, this sounds like a rising sequence (like a question being asked) which never goes back down (or gets an 'answer' -- despite the fourth note of the flute being another C) but only gets a kind of interlude with a bar of mostly piano. Is it possible to make the 'every-other' bar go 'back down' or in some way be an 'answer' to the bars they follow? Thank you, and I hope that's not too strange or demanding. |
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bannanawalrus
Commander ![]() ![]() Joined: 23 April 2010 Online Status: Offline Posts: 230 |
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ALERT! MUSIC DUMP!
okay, to save referering to them via numbers i have given them provisional names. The versions as of this post are 1.0, so you can refer to it as, for example, ending 1.0.
if you want to refer to a previous version, just mention the featue you're refering to, i'll know which version you mean.
ending: i would probably consider this almost finished.
world one: just a provisional name, but it's my current contender for the theme of world one.
original theme: the first piece i worte for this game. it's another possibility for world one, so if you think it's worth continuing i would be willing to revise it.
boss: a boss song. this was only a quickie, and needs work and revision.
celebrate: the name says it all. a level end tune, and possibly a pause menu or something aswell.
dramatic: useful for events such as when the fate of zinabot is at stake. the first was also mentioned as a possible ice tune, but im not sure.
ice cave: possible icy tune, especially for a tense section or cave.
i think thats most of them that are in any way worth posting.
URGENT: ALL(EXPECIALLY NC) RSVP.
CAN SOMEONE PLEASE WORK OUT A PROVISIONAL LIST OF SONGS THAT ARE NECESSARY FOR, TITLE, MENU, MAP, AND THE LEVELS OF SYSTEM ONE.
CAN YOU ALSO PLEASE TELL ME HOW MANY OF THESE EITHER FIT THE BILL OR HAVE THE POTENTIAL TO DO SO. THIS WAY I CAN WORK OUT WHAT TO WORK MORE ON, REWRITE, SCRAP FOR NOW, etc. AND PLEASE, DONT HOLD BACK ON THIS. UNRESTRAINED CRITICISM(PROVIDED ITS CONSTRUCTIVE) IS DESIRED. TAH.
My plan is to work out an offer that is as good as it can be for all of those, then we can do some kinda vote or NC can decide out of mine and synthesises tunes(based on composing, not how the instruments sound, i can fix that, at worst i'll copy them all into a different program).
TTFN :)
EDIT: forgot one! whoops:) Volcano:so called because it was mentioned that it sounded a bit like one.
i would also like to reiterate that most if not all of the above are not, finished, and that is the reason many dont have proper endings, are short, have only one section etc.
Edited by bannanawalrus - 13 September 2010 at 11:51am |
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inphy
Commander ![]() ![]() Joined: 24 June 2014 Online Status: Offline Posts: 116 |
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@Ninja Crow: Sure, I don't mind answering questions, but onek does have a good point too - the internets are full of information and tutorials. Determination and motivation to learn more are much more valuable and efficient than waiting for confusing walls of text on an unrelated message board. :)
edit: Err... somehow that sounded strange. ![]() Edited by inphy - 14 September 2010 at 9:11am |
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Ninja Crow
Commander ![]() ![]() Joined: 02 June 2009 Online Status: Offline Posts: 323 |
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@ inphy:
Very good point. Perhaps for any questions that would take long answers, a link to a relevant site would be enough? What does everyone think about that? @ BW: Thanks for the organisation -- I was thinking we needed something like this. If it's not too much trouble, can you go ahead and go back over your posts and assign a name and number to each of them ('37269 = ending 0.1', &c.) and post the list? Heh, a list of needed music assets -- now I'll have to do some actual work! I can fix up some kind of official list, but until then, I'm pretty sure we still need: * A title screen music -- something to play while the title is displayed and while waiting for the player to 'press start'. (pretty sure this will have to sound islandy/nautical and with enough fun pep to encourage players to go and play!) * An alternate boss music. I'd like to have 2 or three boss musics, ideally, for mid-bosses, level bosses, and the end-boss sequence. Frenetic might be okay, but sometimes an understated theme can be much more ominous. * Menu music. Okay, I'm not too sure what kind of menu structure the game will have yet, but most games have menus, so why not? I'd say this one can be shamelessly chirpy, but also kind of neutral, since it's just waiting for a player to choose an option. We also need 'outside', 'inside', and 'underwater' themes for each of the three areas planned (tentatively 'island', 'ruins', and 'industrial', with 'grass', 'ice', and 'fire' elements, respectively). I guess this is a good opportunity to go wild and come up with as many types of musics as you like, with all the creativity that you need, and then we can choose from the best ones? Or focus right in on, say, an 'ice shipwreck' theme, and we can iterate one song at a time until it's just right -- whichever you think is easiest for you! Hope that's enough of a list for now! @ Synthesyze: (as per this post) I forgot to mention anything specific for your question of what we need for the game, so I hope the above interim list will help you, also. I'm not sure how many of these will play to the strengths of your musical training (I'm afraid I'm ignorant to what that includes -- all the great classical styles, I assume?), since a strictly classical sound will probably be best for cut-scenes and non action sequences (as BW's 'ending' song demonstrates well), but of course most of the songs will need some kind of more modern, syncopated sound (as in BW's 'world one' song). I'm glad you brought up Mario's 1-1 song, because Mario soundtracks are video game classics, but I especially love the ones from 'Yoshi's Island'. Another great soundtrack is from 'Kirby's Dream Land 3'. That's the best I can do for references off the top of my head, but I hope it helps! ~ The Quick n Dirty Review Show: ~ Ending 1.0 (37472) Yes, I think this one is almost done, too! There's a slightly flat sounding instrument that comes in at 27 seconds, but perhaps it can be modified to sound more rich and deep, like some kind of bass -- since I assume its job is to set off and complement the main melody. World One 1.0 (37473) I see almost no need of improvement here at all! The metal drum at the beginning (at six seconds in, after the wind instrument starts) and the ting-ting sound that accompanies it is perhaps too loud compared to the rest, though. (you may not need to try the other two variations, as mentioned here, but I guess I am still curious what they would sound like!) Original Theme 1.0 (37475) This one has a terrific intro (the 8 seconds at the beginning) with a great sound (not sure what that lead instrument is that the bell and birds are playing behind, but I love it) though I think it needs a slower 'in-and-out-surf' sound, since I was imagining the sound of the ocean opening the game, only with a slower rhythm. The second lead instrument has a good sound to it, also. But then a kind of horn comes in, and the drums are kinda all over the place (sorry!). I'm afraid it sounds very random in the main part to me, but if you can 'straighten' it out a bit, and coax up a cool melody to go with that terrific opening, then this little number has a lot of potential! Boss 1.0 (37477) The main instrument, and its melody, that comes in at about 3 seconds, has a good sound, especially for a boss music, but the song needs to be supported by a richer foundation. It needs some kind of orchestral sound (like strings) to fill it out and give it the proper atmosphere. The drums don't seem very focused (to my ear, there is almost no pattern), and perhaps need to be a little more orchestral, as well (a touch of the kettle drums, occasionally, is usually nice!). [if there are going to be more boss musics than one, then I think this may be a contender for final boss.] Celebrate 1.0 (37482) This one sounds good, too -- very happy like a celebration, as you said. I don't know how long it will take to go from the end of one level to the beginning of the next, but I would think that ideally it would be as swift as possible (even with score counting-down or whatever) which means that there may need to be a short version of the song (10-15 seconds?) but I don't know yet. There's a second instrument under the main one that may sound better as some kind of flute -- what do you think? Dramatis Primoris 1.0 (37479) I love when this one breaks into the drums at the beginning (about 13 seconds in) -- so much so that I sort of wish it happened a bit earlier in :) [the following is where my abilities to talk about music break down, but please bear with me!] The song uses a 'phrase' that's about 5 seconds long, I guess, which repeats twice at the beginning, and then twice more before breaking into a very dramatic sequence (from 24 seconds to 35 seconds). I'm feeling that the second of the second set of 'phrases' (the fourth one) needs to be stepped-up (in the sense of phase change, not in the sense of made better) in some way to be a kind of anticipatory swell for the dramatic sequence (by going up at the beginning an extra amount, and then stepping down at the end). The juxtaposition should make the dramatic sequence even better! Also, is there a way to vary the cymbals a little -- they sound a little too wild for the tone of the song (I think its power is in its swells rather than in its crashes, if that makes sense). Dramatis Secundus 1.0 (37480) This one has such a beautiful opening! The cymbal crashes that start at 24 seconds are too harsh for it, though, I think. Maybe some kind of bell would be good? I'm going to risk mentioning tubular bells here, which I love, but which I hate when they are over-used :) When the cymbals come in again at 43 seconds, a harsher sound is definitely more appropriate (I feel that the song has become more intense at this point, especially after the soft interlude) but they may still be a little too strong. Perhaps it only needs every other 'crash'? What do you think, an instrument change, or something else to sweeten the sound? These two probably could be changed into level musics (the second one does almost sound like ice ruins to me, in a way) but they have a very strong cut-scene vibe to them, and could be saved for story-telling, too. Problem is, I'm hoping that 'cut-scenes' will be minimal (with swift, in-game sprite animations, I'm thinking), and these need space to properly shine -- I guess I won't be sure until it's more certain what kind of story-telling there will be. Ice Cave 1.0 (37481) This is absolutely lovely! And if I can get away with suggesting that each area of the island has a theme (such as ruins or factories) as well as an element (such as ice or fire), then for me, this is an almost perfect evocation of being in the belly of an ancient sailing ship that's been frozen in an ice field for a couple-hundred years -- a sort of unique take on an ice cave. I like the instrument that you used to sound like a chorus -- just a hint of ghost voices for a soft but haunting feel. Definitely keep up a hint of creepiness (though with the promise of treasure, arr!) with anything that you add to this -- as well as the loveliness! Volcano 1.0 (37484) Great mother of all monsters, I love this one. (see, that's the second time you've made me take Echidna's name in vain!) One of my favourite things in music is when there's a quirky juxtaposition between elements (high and low notes, for example) and I can't help but be sucked in completely by your use of stereo mixing in this one. There's an instrument that comes in at 16 seconds which sounds pretty great. I think it plays 5 fairly long notes and then five more. My only pick is that the fourth and fifth notes played each time are a little flat -- not quite punching through to the lizard brain like the first three of each set, which are terrific (I especially like how the second set starts out a bit higher, as an 'answer' to the first set). I actually don't know if it needs a chord change, or to go higher or lower -- maybe you can try something and let me know what you think. Also, on my computer at least, at the very end it sounds like it stereo-jumps to the right speaker, but misses a chance to jump over to the left one (I think it returns to centre). Wow, it's taken me a number of days to properly make that review, but I didn't want it to be piecemeal (hope I haven't made it a hog's brekkers instead). Absolutely top hole collection here -- consider me pleased (nay, chuffed) at how well the soundtrack is promising up. I'm very grateful for all the effort! (I hope you're like ^v^ over all this text and not @_@') S'long for now! |
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bannanawalrus
Commander ![]() ![]() Joined: 23 April 2010 Online Status: Offline Posts: 230 |
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^v^ ^v^ ^v^ ^v^ ^v^ ^v^ ^v^ ^v^ ^v^ ^v^ ^v^ ^v^ ^v^ ^v^ ^v^
and so on and so forth.
okay, i'll work on the level tunes first.
so far i feel that World one 1.0 is a good outdoor island theme.
for the underwater theme im thinkig reef.
what kind of indoor are you thinking for world one? cave?
for world 2, i agree that ice cave 1.0 is good for a cave, i will work on making it sound a little like a shipwreck too, since i like the idea.
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Synthesyze
Seaman ![]() Joined: 31 August 2010 Online Status: Offline Posts: 5 |
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Originally posted by Ninja Crow @ Synthesyze: Yeah, those examples are what I was imaging (in a sort of nebulous, unformed way) and may even be a bit too derivative, at that. But I was definitely hoping for something of the same quality, if not style -- so by all means compose in a way that you feel most comfortable in (a strong melody is more important than preconceived notions of style, anyway, I'm pretty sure). However, you're already hitting the mark pretty close anyway. Like I said before, I'm very particular (even peculiar?) in my musical tastes, so getting a song to match what I'm hoping for is in no way the same thing as getting a song to be good! (and certainly not a reflection on you or BW as composers!) So if you don't mind making a few picayune changes here and there, I'm very very optimistic that you have nothing at all to worry about (and I appreciate that you don't mind taking a page from the Legend of Zelda). I like the new drums for your song! (strangely, the MIDI version of the electric guitar [I think it is] sounds better on my computer than the wave version O.o) But speaking of picayune, I notice that in the second bar (standard) of the song, and the fourth bar (end repeat), you use a 'C - E - G' structure. To my ear, this sounds like a rising sequence (like a question being asked) which never goes back down (or gets an 'answer' -- despite the fourth note of the flute being another C) but only gets a kind of interlude with a bar of mostly piano. Is it possible to make the 'every-other' bar go 'back down' or in some way be an 'answer' to the bars they follow? Thank you, and I hope that's not too strange or demanding. As I mentioned, I can probably gain my influences from games like Mario and Zelda, as well as Pokemon. :) I can see what you mean, however, IMHO, I feel that the rising prepares each measure for the next section, especially for chorus-like section (M9-16). The song doesn't have very means places to rest, so it's not exactly like asking or answering a question, but that part provides more of a support. But, I've changed M4 in a way I think will work to your liking: http://www.noteflight.com/scores/view/e449777677af02627fbd08bee4a37a4520855f8c |
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bannanawalrus
Commander ![]() ![]() Joined: 23 April 2010 Online Status: Offline Posts: 230 |
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update to world one and ice cave:
ice cave v1.1: added a piratey bit. most of the end is just me copying and pasting so i have something to work over.
world one v1.1: added more.
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onek
Commander ![]() ![]() Joined: 19 May 2009 Online Status: Offline Posts: 416 |
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quite nice , like the 'world one' one..
.. but for me the tracks are a bit too busy, especially the drums. also too many variations and not really a constant tune... maybe try a more minimalistic approach, otherwise its probably drawing away too much attention from the game itself... and still im not too fond of midi-instruments (more SAW and PULSE please :) Edited by onek - 18 September 2010 at 4:36am |
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Ninja Crow
Commander ![]() ![]() Joined: 02 June 2009 Online Status: Offline Posts: 323 |
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@ BW: Phew, glad you were okay with all the prolix - thanks! Reef seems good to me, too (can't say I won't be struck by something better, later, though...) and for underground, it occurred to me that since termite mounds can get so incredibly big why not go down into one? If everybody thinks that's a good idea, perhaps we can even have a cool kind of termitesque robot made up to populate it (could even be an evil queen in there as a mini-boss, too?)....
Yeah, I like the idea of a shipwreck sound, though a pirate theme may be a bit too jaunty (unless I'm just thinking of something too stereotypical). I'm imagining something with nice round, somewhat deep tones to match the barrel-shaped spaces found inside old ships. But of course, it still has to sound a bit chilly, too. Oh and lamp-lit, oh and [Cap'n Crunch busted in here and stopped me before I went on too long]. The new instrument at the end of World One v1.1 sounds very interesting, but the sequence seems to overlay the main song like two songs playing at the same time by accident. But I'm not sure how WIP it is, so I'll comment no more for now! @ Synthesyze: Glad you mentioned Pokemon, since 'Pokemon Colosseum' for the Game Cube was one of my favourite games on that system (if you haven't heard its soundtrack I encourage you with much encouragement to go out and find it and enjoy it mightily!). And I definitely agree that the rising leads into the next section, just as strongly as a relay racer passing off a baton -- I just thought it didn't seem to do enough once it was there, before starting another rise. And by 'going back down', I was thinking of something like a reverse of 'C-E-G', such as 'G, C-C, E, C' (with two quick Cs before the E for a bit of juxtaposition interest). That probably sounds really stupid to someone who actually knows what they're doing -- sorry. Also, that is a nice improvement to the song, though perhaps a bit subtle (sorry for being a philistine on that -- I probably listen to too much rock or something, and just need elements to be real obvious). I also have a very strange pet peeve for musical sequences that repeat. I don't know if anyone else has this problem, and I don't know where I picked up the habit, but for me at least, I don't like relatively short sequences that repeat more than a couple times. I'm afraid the one that starts at about 24 seconds in really stands out for me. If you think that this type of personal peeve is too unreasonable, I shall endeavour to keep it to myself in the future, and I apologise! @ onek: I was once advised that one thing 'chiptunes' does well is lead instruments, but has a hard time with things like nice-sounding drums, and so to try a fusion of chip and MIDI by upgrading normal MIDI with nice, chippy leads. That might be the easiest way to 'sweeten' a song once it's been written in a normal, MIDI fashion, I suppose. What do you think? |
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onek
Commander ![]() ![]() Joined: 19 May 2009 Online Status: Offline Posts: 416 |
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@ninja crow:
i wouldnt go for a fusion kind of think, its like having hires bitmaps mixed with good old pixelart... meh!!.. also i dont agree with chiptunes having a hard time with nice sounding drums with good tweaking its well possible to make a nice 'in ur face' snare drum or a phat bassdrum, u can even use samples.... also, my concern about the drum part wasnt rly the sound, more the rhythm, its just too much and too hectic |
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PixelSnader
Commander ![]() ![]() Not a troll! Joined: 05 June 2014 Online Status: Offline Posts: 3194 |
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Echoing Onek - it's best to stick to one style of music. You might be able to pull off combining two styles but if anything it'd be harder rather than easier.
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Synthesyze
Seaman ![]() Joined: 31 August 2010 Online Status: Offline Posts: 5 |
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Originally posted by Ninja Crow @ Synthesyze: Glad you mentioned Pokemon, since 'Pokemon Colosseum' for the Game Cube was one of my favourite games on that system (if you haven't heard its soundtrack I encourage you with much encouragement to go out and find it and enjoy it mightily!). And I definitely agree that the rising leads into the next section, just as strongly as a relay racer passing off a baton -- I just thought it didn't seem to do enough once it was there, before starting another rise. And by 'going back down', I was thinking of something like a reverse of 'C-E-G', such as 'G, C-C, E, C' (with two quick Cs before the E for a bit of juxtaposition interest). That probably sounds really stupid to someone who actually knows what they're doing -- sorry. Also, that is a nice improvement to the song, though perhaps a bit subtle (sorry for being a philistine on that -- I probably listen to too much rock or something, and just need elements to be real obvious). I also have a very strange pet peeve for musical sequences that repeat. I don't know if anyone else has this problem, and I don't know where I picked up the habit, but for me at least, I don't like relatively short sequences that repeat more than a couple times. I'm afraid the one that starts at about 24 seconds in really stands out for me. If you think that this type of personal peeve is too unreasonable, I shall endeavour to keep it to myself in the future, and I apologise! I change it to your liking, however I did not include your suggestion of adding the 16th notes of the C, since it makes the part sound very rushed. As a side note, I'm into jazz and hip-hop, but I use to listen to rock, so I can have those elements too. I'm afraid I enjoy having strong melodies repeat. I think it comes from listening to videogame music though, since many times, the composer will have a melody repeat a few times. Take Mario for example. I'm sure if you listen, you will find a section that repeats itself a few times. I can understand your feelings though, so I believe I can attempt to work with it. I believe you mean the melody that starts at M9, so I added a little in between the 8 measures, separating them into 4 and 4. I don't think it makes a large difference, but it does separate the long 8 measures into two groups of 4. http://www.noteflight.com/scores/view/e449777677af02627fbd08bee4a37a4520855f8c |
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Ninja Crow
Commander ![]() ![]() Joined: 02 June 2009 Online Status: Offline Posts: 323 |
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@ onek: Thank you, that makes a lot of sense!
@ snader: Yeah, you're probably right about that! (ever tried it anyway, just for the heck of it, to make absolutely sure?) @ Synthesyze: Thank you for your patience with this, and I appreciate that you tweaked it for me (TBH, I expected the break -- which you put in measure 12 -- to be a whole measure or two, so I almost missed it! ![]() My first rock was the Beatles, though I find the list of styles I enjoy growing all the time. Currently, I think 80s synth has the most influence on me. (not sure of the perfect examples, but I think the Vapors, the Buggles, Eurythmics, and Pet Shop Boys are a good spread of samples -- though a list of New Wave is going to leave out other things I dig, such as Neil Young, CCR, Killers, Eiffel 65, the Jam, David Bowie, and so on and so forth....) Feel free to throw in your own faves, everybody! ![]() |
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bannanawalrus
Commander ![]() ![]() Joined: 23 April 2010 Online Status: Offline Posts: 230 |
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loving the termite mound idea DEFINITELY. will get to work. also i will hopefully change up the the ice cave too.
onek, i dont really see where you're getting at. sorry :)
Edit: onek, i misread. i see now. im not sure if i agree though. still, i'll bear it in mind.
might this work for a termite mound?
termites v1.0 itz a name, even if its not used for it in the end.
Edited by bannanawalrus - 22 September 2010 at 11:05am |
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Robinhood
Commander ![]() ![]() Joined: 18 May 2009 Online Status: Offline Posts: 245 |
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Oh, um, yeah I'll leave the music to you guys, because I fell behind and that's a LOT of text.
Sorry for inactivity, I should start being more active around next week.
I CHANGED THE TITLE OF THIS THREAD COZ I WANTED TO Edited by Robinhood - 26 September 2010 at 6:41pm |
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Ninja Crow
Commander ![]() ![]() Joined: 02 June 2009 Online Status: Offline Posts: 323 |
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S'okay, RH (just read all my posts!
![]() @ BW: 'termites v1.0' is a perfectly fine name for it (though, 'OMG Termites!i! Run!i!' might be even better...) and the song is pretty cool! ![]() |
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bannanawalrus
Commander ![]() ![]() Joined: 23 April 2010 Online Status: Offline Posts: 230 |
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@ RH. i lol'd :)
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Robinhood
Commander ![]() ![]() Joined: 18 May 2009 Online Status: Offline Posts: 245 |
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![]() Booooooop: Victory dance initiated. Face is hard to see, dunno what I can do about it. I don't know what I was smoking, but it must've been good to make me think that that wobble/teeter animation was good. I redesign it later. |
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bannanawalrus
Commander ![]() ![]() Joined: 23 April 2010 Online Status: Offline Posts: 230 |
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I love the victory dance. it really fits with the celebration music too, I think.
and fear not fellow wilboteers, I'm not yet dead!! I've fixed alot of flaws that were mentioned in quite a few songs, but I can't be bothered posting them for that, so I'll post them when they are actually updated with new stuff. 'til then, here is some more ear candy for y'all. title v1.0: a possible menu/title/map/whatever tune. i think maybe the instruments sound a bit too icy though. there is a bass, but i dont know if you can hear it if you arent using headphones with good bass. i need someone elses opinion. anyway: http://midishrine.com/midi/37803.mid ice outdoor: i think it sounds icy. maybe? http://midishrine.com/midi/37802.mid wilbot forever!!! (NC you escape my incessant demands for a demo... in this post at-least... next time... who knows? Me. That's who. Now move along.The post is over.Stop reading dammit! look at this tiger instead:D) ',.,' Edited by bannanawalrus - 04 October 2010 at 10:13am |
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Ninja Crow
Commander ![]() ![]() Joined: 02 June 2009 Online Status: Offline Posts: 323 |
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@ BW: Thas a cool tiger, mate!
'Title v1.0 (37804)' is quite adorable, with a terrific 'Waitin for ya to press start' feel. There's a storybook quality to it that reminds me of Yoshi's Island, so your evil plot to appeal to me through making it lovable has worked. ;) 'Ice outdoor v1.0 (37803)' is pretty cool. It definitely evokes for me the image of an aftermath of 19th century exploration to the frozen northlands, which I was picturing as a way to give the level some visual, thematic punch. The almost forlorn sound to the opening is just about perfect -- I like it. Just as the long note hits at the end, though, it might need to 'break into' a main section with a bit more energy (this is just to balance it for being in a platformer, not as a hit against the song). (hmm, a demo, hey? I'll have to find some stout boots and good thick gloves because that there demo be a slippery beast to hunt -- but I'll catch it eventually, you can mark my words on it.) |
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bannanawalrus
Commander ![]() ![]() Joined: 23 April 2010 Online Status: Offline Posts: 230 |
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![]() behold. it is catch-ed!!!!. oh wait... it got away. crap.... ![]() so im thinking that title is a good one for the opening. i dont know whether we want another song for the menus? Edited by bannanawalrus - 12 October 2010 at 9:08am |
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Ninja Crow
Commander ![]() ![]() Joined: 02 June 2009 Online Status: Offline Posts: 323 |
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Yes 'title v1.0' is very good for an opening, provided it can be scripted to the game's intro properly. The music needs to swell cinematically, or have a catchy bounce in it, to coincide with the title appearing. The problem is, I don't know how long the part before the title will be, yet. :(
The cinematic approach can be illustrated with my new favourite thing, 'Ni No Kuni', which is a video game from Studio Ghibli and Level 5! Here is a Japanese trailer from the 2009 TGS. The bouncy approach can be illustrated by an older favourite thing of mine, 'Klonoa: Door to Phantomile'. There is a short cinema at the beginning of this video of its opening, and then the title comes on with literally bouncing letters, and a cute jingle. I love this game so much! I hope I love Ni No Kuni, too. Ghibli has made some of the greatest animated films of all time, and Level 5 is a very high-quality developer. I'm really hoping for magic here -- and it's very inspiring! |
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Garreth
Seaman ![]() ![]() Joined: 20 August 2021 Online Status: Offline Posts: 2 |
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Hello, I want to make music for this game too. >w<
http://www.newgrounds.com/audio/listen/369764 Here's a little loop I made. Edited by Garreth - 17 October 2010 at 6:36pm |
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