Description



Summoner of Sounds is designed to be a series of interactive community events where video game music will be celebrated by the means of craftsmanship and community interaction.

Community members with experience in music production will be dared to participate in challenges testing their ability to perform well as a versatile video game composer, while the game developers with other areas of expertise are encouraged to to analyze the challenges, and provide the composers with commentary, feedback and constructive criticism.


Table of contents:

  • 1. Event Outline

  • 2. Event Schedule

  • 3. Licensing Rights & Submission Guidelines

  • 4. RMN as a Platform. What do I have to gain?

  • 5. Post-Processing Submitted Material

  • 6. Role of the Composer - Becoming the Summoner of Sounds

  • 7. Role of Other Developers and the Audience - You are not NPCs!

  • 8. Picking Favorites!?

  • 9. RMN Music Pack 2 and Guardians of the Groove







Summoner of Sounds consists of a periodically recurring series of challenges presented to the composers to participate in and for the developers and audience to engage in throughout the year.

Participants aren't obligated to participate in every challenge, but the more challenges you participate in, the greater the reward.

Presented challenges will test the composers' abilities to perform well as versatile video game music producers in a changing environment. Each challenge will introduce a different set of rules and restrictions, and a new concept where the composers will have to find a way to express themselves in.

The challenges may restrict and determine the video game genre that will need to be composed for, the game world setting to be composed for, a specific game instance to be composed for, or a specific manner to be composed in.

While the challenges will present a number of restricted aspects, each challenge will offer choice of freedom and room to stretch around in some of them.

Summoner of Sounds will be running for several months in total and challenges will be issued roughly once every month, or on a similar pacing.

Each challenge of the series will run approximately over the course of one month and the deadline of each challenge will be stated as the challenge and its ruleset are announced.
























Any work submitted to this event will be disseminated under a creative commons license as publicly usable in any way the end-user wishes as long as they attribute the work to the artist in their credits and that they also do the same themselves with any derivative work based on the artist's.

End-users of this material, and any derivative material, will not, however, be able to legally make any money from anything containing these tracks without the artists' express permission.


All works submitted to the event have to be 100% original work of the participants and must contain no copyrighted material, either compositionally or in terms of sampled sounds. Submitted works must contain no arrangements of any material of a different author, and they can not lift motifs from anywhere else, except possibly from the participant's own works.

Submissions should contain as little audio quality loss as possible, WAV file format being heavily preferred.





The RPG Maker Network offers an extensive network of gamers and game developers, both hobbyists and professionals.

This event series is designed to help the composers of the game development community come together, challenge their know-how and showcase their creative efforts, and the rest of the community to come in contact with the composers.

This event series won't have a panel of judges, and there won't be hand-picked winners. Participants are encouraged to challenge themselves and work together towards solving the presented challenges.

During the course of the event series, the composers will be creating video game music in various forms and manners, and build themselves a diverse portfolio while doing so.

The rest of the community is encouraged to provide feedback and impressions on this material and to be in touch with the composers, possibly giving them ideas, or request something specific from within the given ruleset.

RMN will bring the participants visibility, and the yields of each challenge will be shared on RMN's social media during the course of the events.



Each composer has a completely optional step to sign up for post-processing their submitted material.

In the post-process, the composer will be in touch with the event organizer who will help them personally by offering them feedback on composition and mixing details and assist them by creating alternate, OGG file format versions of their tracks with a coded-in looping point, which will enable seamless looping of their songs in the RPG Maker VX and RPG Maker VX Ace engines.

Enabling looping for the songs requires them to be composed in looped structure, with recurring sections.






Summoner of Sounds as an event series will present a series of challenges that will test your abilities as a composer to express yourself in a wide variety of restricted environments. This will help in readying you to have the tools and confidence to perform well as a composer in a wide range of video game projects.

Each challenge will introduce a different scenario where you may need to compose music for different game genre, imply a different game setting through instrumentation, cultural, and musical genre references, or approach the the task by expressing yourself with a very specific perspective in mind.

Some of these scenarios may, and most likely will, require you to research and learn new ways of designing video game music, but they will also encourage you to test yourself, and express yourself in ways that you haven't before, and you will experience the joy of discovering new sides of your creative self.

Summoner of Sounds is an event series that will be running for several consecutive months. It may sound intimidating at first, but you can decide which challenges you want to participate in. However, the more challenges you undertake, the greater the rewards.

If you want to achieve the very best yields, then the series will also test your ability to perform under pressure as you'll need to be undertaking all the challenges.

It will test your ability to practice your trade under discipline, not only when you are motivated, and it will test your adaptability at the times when you'll have to find your creative freedom and inspiration while you still have to make your visions meet with a set of pre-existing rules.

Remember, you are not alone! This is a collaboration event. You may work alone if you wish, but you are allowed, and encouraged to collaborate with other members. Do you have the same Digital Audio Workstation as the other participant? You can work together! And if you feel like discussing how to approach any of the issued challenges with the other participants, then nothing stops you.

Building an extensive network of colleagues and other practitioners of your trade will also work greatly in your favor!

Will you be able to take on the challenge? Can you become the Summoner of Sounds, or even something more?

Introduce yourself at the Composer Introductions!





Video game composers wouldn't be composing music for video games if there were no video games, and video games with no music, or audio, would offer us only an experience with half of the things to sense, than what they do with audio, so let's agree that sound design is an integral part of game design.

Video game audio does not only offer us audio clues on game mechanics, but music activates large parts of our brain on fast rate and communicates us a great variety of information, which married with the visual material will bring the gaming experience to a whole new potency.

That being said, video game directors should not underestimate the importance of solid audio design, and advanced communication with the audio designers plays a major factor at what the end product will communicate to the consumer.

Music helps to communicate ideas which aren't visually present, it may also underline and empower the visual ideas present, or it may change the way we perceive the visual clues completely when the marriage of the visuals and the sound refers to a completely new impression than what either part of the combination would carry across alone.

Video game directors need to be able to communicate their vision to the sound designers and together with them, find a way to communicate this idea to the consumers.

While the Summoner of Sounds challenges will introduce composers to predetermined rulesets, the rest of the community may still engage in the process by discussing each challenge and the methods fit to completing the challenge.

Everyone can take the role of a critic. You don't need to be educated in music theory or terminology to be able to tell whether you find a musical piece fitting for a specific game genre, instance or setting. Communication matters, even if you don’t have the most optimal tools for it.

Express yourself with your own words and impressions. A composer will be glad to hear any of it. Tell the composer what their music communicates to you: feelings, impressions, visual images or atmosphere, for example. Does their track fit the description of the given ruleset?

Everyone may also post ideas of any themes they would like to hear. If the ruleset permits, a composer may very well decide to compose your idea.


While there isn't a panel of judges, or winners for the event, everyone is still encouraged to show appreciation for entries submitted to the event.

Simple feedback and commentary alone is welcome enough, but if you really like some track, give it a star to mark it as your favorite! You can give stars for multiple tracks if you wish. Stars play a part in event visibility and achievement mechanics.

To reward composers with stars post a reply to the event explaining which track, or tracks you want to give favorites for. Attaching a star image to the post helps the process.

Image code for the star:
[img][url]http://rpgmaker.net/media/images/events/sos/sosstar.png[/url][/img]







As of today, one of the biggest, if not the single biggest achievement of the composer community of rpgmaker.net still is the release of our RMN Music Pack!

It's a great quality pack of music that we can be proud of, and an achievement that we were able to put together with collaborative effort and all thanks to the network and community that RMN is.

Reception of the RMN Music Pack was overwhelmingly positive and it has been a good while since its release, so it is time we set our sights on the future, and to the release of its successor, the RMN Music Pack 2!

The journey for RMN Music Pack 2 begins with Summoner of Sounds.

Summoner of Sounds is designed to work as a count down and prepare us to bring RMN Music Pack 2 to a whole new level.

While Summoner of Sounds works also as the countdown for the RMN Music Pack 2, Summoner of Sounds will still be the greatest undertaking of the RMN composer community as of today and it will challenge everyone's creative abilities.

Summoner of Sounds will be creating composers a portfolio, but it will also be creating the community a whole lot of great video game music!

If you like what the composers of the community do and you want to show your support to them, you can be directly in contact with them, but if you want to show your support to the community as a whole and help us arrange events such as the RMN Music Pack, Summoner of Sounds and the RMN Music Pack 2, you can now become Guardian of The Groove and donate to the cause!

Every penny counts and the money will be used first and foremost to have artwork to go with the music and then to offer rewards for participating members. Any extra funds to the cause will be spent on future RMN Music events.

To get the Guardian of the Groove achievement you have to PM Happy after the transaction goes through, so that he knows to apply the benefits to your RMN account.

Thank you everyone! Let's do our best!

Illustrations: カラカモ @ twitter / 烏鴨 @ pixiv
Event concept design, visual design, direction and supervision: Happy @ RMN / Matias Heimlander @ tumblr

Details

  • 05/01/2015 06:57 PM
  • 07/01/2016 11:59 PM
  • 3
  • Happy

Achievements

Registration

You must be logged in to sign up for Summoner of Sounds.

Teams Members Entry
Team Happy!
My Composing Stick is Ready
Team Meat
Sum On Her Off Sow And
Team Failed Harmony
Team Where Am I?
Team The Team
Out of practice, so let's get back in practice!
"Insert Team Name Here"
I'll Do My Best...
Chaos Harmony
Symphony Of Enthrea
Super Merengue Bros.
The Spoony Bard
Music for humanity
Bring back the dinosaurs
How do I Music?
Team Drass
Ark of the Arts
Team Koi
To the Beat of a Different Drummer
Team Toni!
Dysergy
Jingle Jangle Jingle
Ylmir
Azhthar
Team Amazing Hotdog
Firah
Team Last Minute Production
Ogarth Munchies
The One-Ghost Gaggle
Team Giznads
Fungus Happy
Maat Wants His Cap Back
Misoundthropy
Rastapopoulos
Sweaty Angle~~~ <3
OneByOne
Toms Introduction Team!
Team Midi
Legion of One
FoxAudio Creations (AKA Team Oh God Who Let the Furry In Here)
Happy Rainbow Panda Bears
Team Curry
Acidbath
Jar Studios
Aersia Sound Team
Plastic, Meat, Smoke, Metal, and Sugar
Team Megollyen
Niyane's Team
Team Unhappy!
The Sword Of The Crest Heart And The Bird That Learnt That Hope Would End One Day
Team Neutral!
Team Probably Not Appearing In This Event
Scion Genesis
Without Creativity
Team Random
Team Cheese
JStewartMusic
No Excuses!
Team currently busy but what the hell
Team Yup
Uncanny Warriors
Team Jawns AKA Boring Team Name
A Team of One
The Singularity
The Duke's Jukebox
Sound Master
Entry Status Key
  • - Pending
  • - Validating
  • - Accepted
  • - Rejected

Posts

Well, the easy answer is "no". The hard answer is mildly to moderately expensive (sound libraries and Kontakt sample player), as well as time consuming. Here's a thread I read on OCR recently about making "good" strings. Other links to look at are this one and this one. Getting realistic strings is less about the capability of a VST or library (although that's important) and more about mimicking human performance - using varying velocities when needed, shaping swells, etc. Of course, some articulations will be hard if not impossible without libraries, but you can get a fairly good string sound out of a mediocre sample set if you practice.
Threw this together today.
http://rpgmaker.net/content/events/sos/files/Giznads__Summoner_Of_Sounds__Assault_Action.wav
My attempt at a Sci-Fi, action oriented scene.
author=Anorax
Well, the easy answer is "no". The hard answer is mildly to moderately expensive (sound libraries and Kontakt sample player), as well as time consuming. Here's a thread I read on OCR recently about making "good" strings. Other links to look at are this one and this one. Getting realistic strings is less about the capability of a VST or library (although that's important) and more about mimicking human performance - using varying velocities when needed, shaping swells, etc. Of course, some articulations will be hard if not impossible without libraries, but you can get a fairly good string sound out of a mediocre sample set if you practice.


Thank you for both the easy answer and a more involved one. :] I'll check out the links!
Happy
Devil's in the details
5367
Well, here's rest of my chapter 1 feedback:

Cap_H:
Well, this felt a bit like mixed bag. The main melodic idea gets across at times, but often it feels like there's strange sections that don't really work very well, or carry across the melodic material introduced so far, like at 0:28 for example.

The sound pattern you used at the start of the song sounds distracting here, too, because of the rhythm it occurs in. Its intervals don't seem any way relative to the melody progression's rhythm. The bassy sound you use at this point also sounds like it could be more subtle, or you could even use a bass range instrument that would play chords instead.


ResidentEcruteak & (?) Vanillatogether:
This works pretty well! I feel like I'm inside of a game boy game, and yeah, light-hearted town perhaps. The transition at 0:55 caught me a bit off guard perhaps. Maybe it wouldn't sound so distracting if you didn't swap both, melody and percussion layer's rhythm at the same time? Other than that it sounds nice! Good job.


BurningTyger:
Wow. Hello atonality. You lost me at 0:04 seconds. Whatever that bell instrument is, I don't think it manages to really carry the melody onward from where the other instrument has so far brought it. Generally I think that this instrument layer specifically sounds pretty random, while the other instruments are slightly easier to make sense of. It's really hard to say about any impressions that this song gives mood-wise, because at its current state the song is really hard to follow to begin with. It does sound elvish or mystical, I suppose?


Lyrahel:
For some reason this reminds me of Breath of Fire 4 and Cray's tribe who lived on the plains. Digging the vibe, though while I wouldn't say it's light-hearted in its essence, it's still from the less-serious end at least and would fit a light-hearted setting.

If I'd personally try to improve something, I'd make the soundscape feel more intact. Right now it sounds like some of the percussion which are panned to either one of the monitors, are too separate and feel like they are of entirely separate ambiance than some of the melody and harmony layers. Everything's audible, but just feels very loose. THe composition is nice, none the less!


Dysergy:

I wonder whether I already gave feedback for this? Probably not. Sounds very relaxant, though. I can easily imagine this to a light-hearted rpg, for example. The progression flows very well and doesn't break out of the mood at any part.

I feel the mix is a bit loose though. While it sounds good and everything is audible, I feel that some elements don't tie together very well where it comes to the level of volume.

The main rhythm pattern played by the plucked string instrument (or something) feels very apart from the woodwinds which are very horizontally panned, for example, and the hihat sounds a bit quiet too. The snare and toms seem pretty appropriately mixed and pack a tight punch, though. But the flutes and the rhythm instrument sound a bit loud and separate of the mix in general. But it's still a nice theme, overall!


Lana42:
You always come up with these bittersweet atmospheres. I really like the slightly sad mood this song emits. It's still sounds ligh- hearted because of the main voice that sounds a bit like music-box, though.

What happens at 0:15 and 0:25? It sounds like some instrument is slightly off the beat. Same around 0:34 mark.

Mixing wise I feel that the main voice could be slightly more ambient and the low frequency instrument and tones could be a bit more subtle. Specifically the instrument layer that joins in at 0:11 with the main voice. The shaker-type sound could also sound more transparent, which would help bring space in the mix. This can be done with some reverb, delay, or volume / EQ adjustments.

But yeah, lovely mood!


larrylpope:

Curious! I love these intervals. 0:58 ohh so appropriate! Really enhancing section, and more so when the wind instrument joins in! Really digging this. For some reason it reminds me of Vaan and Rabanaste from FFXII, though I'm not entirely sure why.

Mix-wise: While I understand the high pizzicato is meant to be subtle I feel it loses some presence because of the relative volume of the bass. The bass could have slightly less volume, that is. The wind could also have a tiny bit more presence. Still rather good mix though!


FirahFabe:
Lovely mood! I have a bit of issue with the cello sound though. There's some higher frequency "noises" in its qualities that sound distracting. They can be heard especially at 0:40. Notes at 0:36 are really nice by the way! Very expressive highlight!

The cello sounds also a bit off the rhythm at times and the piano notes sound like they could have more volume and presence, but aside these issues this feels really impressive and had lots of potential. The entire mood and melody are just really memorable and absorbing!



Anorax:
Haha, I can't shake the image off of my head: you composing this in the last minutes and hence the hectic rhythm and tempo. I absolutely love this. Are you increasing the tempo as the song progresses?

The snare and timpani are great, not to mention the bells coming in at the most appropriate times. The lead synth / organ instrument starting from 0:21 is a great choice too.

I have to consider getting these percussion too! A fellow Kontakt user here. Though it would take me practice to use them as effectively as you do here.

I'd only try to improve the mix by making the cymbals louder and tying them together with the other instruments better. The lead percussion sounds a bit loud at times too, (god, the name of the instrument is on the tip of my tongue.) and it feels like it could have slightly more reverb, or that it could have more ambiance to it.

Anyway, giving this a star! It's definitely one of my favorite submissions for the light-hearted challenge!


blinktjp:
Would feel intact generally, but what happens at 0:18, 0:24, 0:30, 0:36 and so forth? If that sound didn't start at off-beat, it might not even sound as distracting as it does, but right now it's just really distracting. Apart those bits the song does sound really relaxant though, and I felt the mood and mix both were pretty good!


dreamingghost:
Man, these instruments. Inspired take at least, which I can totally appreciate! It's hard to define the setting that this makes me imagine, but the song would probably work with various modern or sci-fi influenced light-hearted settings at least.

The composition and instrumentation remind me a bit of Tenpei Sato's work on Disgaea series.

I really like the expressiveness and variance used. The song is definitely one of the more expressive and varied compositions in the event so far, and I'm personally a big fan of this sort of melody progression.

The mix sounds like more work on it would have helped the song a lot. The volume balance sways a lot when you switch the lead instruments. The piano, and the bass after it both sound too loud in comparison to the sections that occurred previously. The harmony and percussion elements sound generally too quiet in comparison to the leading voices and bass.

But man, so much potential here. I really like your composing style. If the mix would be a bit more polished this would definitely get a fave from me. Right now it just feels like it needs a bit more work, even though it's still very impressive none the less. Good job!


ps. Giznads, that song sounds very well composed! I only wish the mix wasn't so distant at later parts when the song starts rocking out more! I'll give more detailed feedback at some point.


pps. Also, everyone who still plans on giving stars for chapter 1 submissions, if you could do so in a week or so, it would help me with what I have planned for the chapter 1 recap!


Warning, I'm going to be a tad wordy.
author=CashmereCat, Azhthar, Happy
author=CashmereCat
Anorax - Candied_Contenders__simple_mix.wav

An exceptional start, and a brilliant concept for a happy-go-lucky carnival-themed funride. This has a lot of attitude about it. The composition oozes of brilliance. The key change at 0:32 is simply inspired. It is playful, subversive, and very well-thought-out. I am in awe. This would be a great addition to any playful, happy, adventurous scene. I thoroughly recommend this, and it is probably one of the best adherences to the original theme that I have experienced. Simply brilliant. This gets a favourite from me.

author=Azhthar

My definite favourite is @Anorax ´ track. It came quite late but it´s just awesome.
author=Happy
Anorax:
Haha, I can't shake the image off of my head: you composing this in the last minutes and hence the hectic rhythm and tempo. I absolutely love this. Are you increasing the tempo as the song progresses?

The snare and timpani are great, not to mention the bells coming in at the most appropriate times. The lead synth / organ instrument starting from 0:21 is a great choice too.

I have to consider getting these percussion too! A fellow Kontakt user here. Though it would take me practice to use them as effectively as you do here.

I'd only try to improve the mix by making the cymbals louder and tying them together with the other instruments better. The lead percussion sounds a bit loud at times too, (god, the name of the instrument is on the tip of my tongue.) and it feels like it could have slightly more reverb, or that it could have more ambiance to it.
Anyway, giving this a star! It's definitely one of my favorite submissions for the light-hearted challenge!

Thanks for the stars, guys! I'm really flattered, and didn't expect this from a last minute production (tm). Cashmere and Happy, I'm glad to see some feedback, because I really want to talk about this piece and this gives me a little bit of a place to start.

I mentioned this when I first uploaded my submission, but I really drew stylistic inspiration from vgm composer Jake Kaufman and the soundtracks for Shovel Knight and Shantae and the Pirate's Curse. Both of his soundtracks have at least one happy-go-lucky piece, and it was the Tinker Knight theme from Shovel Knight that really got me thinking about a lighthearted-yet-frantic battle theme, although the Shantae soundtrack isn't without lighthearted, frantic pieces as well.

Instrument choice really came to be because I'm a percussionist. Compose what you know, right? That also explains the key change Cashmere pointed out—in the percussion studio at my university, we have a series of etudes to prepare and perform in our lessons, and most (if not all) of the pieces in the freshman marimba book are transcriptions and excerpts of classical pieces for violin, piano, etc. Well, a good portion of these pieces had a layout that would stay in one key for a while, switch to the relative major/minor for a bit, and back again, so that's where I got the key change idea. Happy, the lead mallet instrument is the xylophone, by the way.

Speaking of Happy, you're pretty spot on with out I composed it! :) I think I started working on it five days before deadline, (which may explain why there's only eight instruments) and that can be a tad stressful. Originally, I was going to have this flying at a ridiculous 180 BPM, (the beginning xylophone and glockenspiel run accelerates from 160 to 180) but I pulled it back to 160, and it actually stays there for the rest of the piece. Maybe it's the oom-pah oom-pah feel that makes it feel like its accelerating? As for the levels, I purposefully had the cymbals quiet (drawing that from several Sousa marches), but perhaps they are too quiet, and the Xylo does get loud on the glissando. I should have spent more time on those parts.

Honestly, if I had had the time, I would have made a much more synth-based track, but I'm ultimately glad I didn't, because I think I would have composed something completely different if I had.

..........

Alright, enough about round 1, onto the Assault Round! Good luck to everyone!
ps. Giznads, that song sounds very well composed! I only wish the mix wasn't so distant at later parts when the song starts rocking out more! I'll give more detailed feedback at some point.

Thanks for the kind words, Happy.
I honestly, should'nt have thrown this up, it's more of a rough draft than anything.
I'll get around to re-mixing and remastering soon though.
Cap_H
DIGITAL IDENTITY CRISIS
6625
author=Happy
Feedback

I can't say, I'm happy with my output. I wanted to return to it, to remove that annoying sound and make it better overall. I worked on it only for about fifty minutes from which majority was consumed by crashes and me toying with gameboy plug-in. I hope, I'll do better with Assault.
author=Cap_H
author=Happy
Feedback
I can't say, I'm happy with my output. I wanted to return to it, to remove that annoying sound and make it better overall. I worked on it only for about fifty minutes from which majority was consumed by crashes and me toying with gameboy plug-in. I hope, I'll do better with Assault.
Having the drive for improvement is definitely a good thing. In fact, it means you're aiming to do better, both in highsight and looking forward. I hope to see what amazing stuff you come out with this round!
Hi Everbody! :)

Here is my original compostion pending approval for the Summoner-Of-Sounds Assault Action ive called it Die-Section187. I have tried to give this progression a dark futuristic sc-fi atmosphere and feeling of droping in from somewere else or another realm with a few near misses and then starting to summon the sound and build into an electro step metal rock dub original combat marching soundtrack style vibe but still enough room i feel for other game sounds to be layered over the top if needed but still dark and phat and heavy with that feeling of dodging lazers and psychedelic weapons in slow motion! For this composition i used my midi guitar to trigger moog minitaur and phatty with novation basstation for bass and sequences with synths from roland vp550 and native absynth along with some guitar from my fender telecaster and drums from my roland tr8 and addictive drums plus spacey sounds from the korg ms10 and piano from addictive keys and filtered my sparse yet dirty vocal and some of the synth sounds through an electrix warfactory. Tempo is 136bpm, key G and 4/4 time any thoughts would be much appreciated. Hope you enjoy! Cheers Kurt :)

Ogg file looped with Audiocity

Edited removed license contact and slected creative commons on soundcloud and here so it can be used freely if need! Cheers! :)

https://creativecommons.org/licenses/by-nc/3.0/


author=clubfungus
Free to download but contact me if you want to use or license it in anyway at subwav@subwav.com

From the rules section :
Any work submitted to this event will be disseminated under a creative commons license as publicly usable in any way the end-user wishes as long as they attribute the work to the artist in their credits and that they also do the same themselves with any derivative work based on the artist's.

Creative Commons Attribution-NonCommercial 3.0 Unported License

I guess there's a issue about the license then, since one of the goals of the event is to provide free music available for the community to use in their projects. (or at least that's how I see it)
author=Ylmir
author=clubfungus
Free to download but contact me if you want to use or license it in anyway at subwav@subwav.com
From the rules section :
Any work submitted to this event will be disseminated under a creative commons license as publicly usable in any way the end-user wishes as long as they attribute the work to the artist in their credits and that they also do the same themselves with any derivative work based on the artist's.

Creative Commons Attribution-NonCommercial 3.0 Unported License


I guess there's a issue about the license then, since one of the goals of the event is to provide free music available for the community to use in their projects. (or at least that's how I see it)


Ahh i see i thought though that it could be used freely as i have agreed to that here! but you still have to ask me if its be used elsewere outside of here or is this not the case? Anyhoo you can use it!
Hi Everbody i have had a listen through all your tracks and left you some feedback! Some great vibes and i really enjoyed listening to all of them! Cheers Kurt :)

@Team happy - Happy -
Character creation - Nice bell like sounds give me a vibe of seasons! Nice and clear! Good one!


poor me -
Light sounds and a happy atmosphere into a working striving for something vibe to

me to kinda retro cartoon flow and feeling! Sounds kool i like it and its clear quality!


.....

@My Composing Stick is Ready - TungerManU -
In with some nice funky bass and a warm bubbly sequences! progression is light and warm with a chilled kinda looking for something gaming retro vibe! Clarity is good and kick is punchy and fits the vibe!


...........

@Team Meat - Trihan -
Waves 5 and 6 - Chilled warm swing to this progression and a steady happy vibe! sounds are clear maybe bass could come up a bit and try some compression it will phatten it up and make it move a bit!


..........

@Sum On Her Off Sow And - Merlandese -
Dig that kinda street organ sound and enchanted mechanical vibe i feel that sound hangs left a little to much left on the balance of mix Great fun atmosphere from this composition! Good job!


.......
@Team Failed Harmony - mjshi -
air v2 - Gentle flow and an eastern kinda vibe to this progression. Sounds are clear and the vibe is chilled and is balanced beter than the first.


.........

@Team Where Am I? - CashmereCat -
Happier 3 - Good pan movement and a warm chilled energy to this fun warm happy retro gaming feeling vibe!


.......

@Team The Team - Cap_H -
HappyCastle - Kool retro sounds and gaming flow to this composition! Sounds are clear! That sequence that hangs left could maybe move a bit to give a better flow i think! But vibe is good!


........

@"Insert Team Name Here" - Fulminis-ictus -
Banjo Utopia - Kewl banjo vibes and great energy! Sounds are warm and the vibe is like a chase sceane! Kool!


.......
@Team Koi - Calicer Lucent_Aurora -
Lighthearted - Nice warm vibes and kool chilled happy energy to this progression! Dig the keys! I think the flute sound is a little peircing sometimes! Maybe check those higher frequencies for peaking and eq them out!

.......

@I'll Do My Best... - Vanillatogether ResidentEcruteak -
Village of traquility - Warm bass and a chilled laid back energy and vibe! Those bells are nice and the mix is clear! I feel the beats could be crisper and more upfront! But vibe is kool!


Exuberant V3 -
Retro gaming sound and vibe to this progression! I feel the bass could be more upfront and the high sequence brought down a little.

.........

@The Spoony Bard - Kunsel -
Options_Maybe_1 - Warm intro and chilled dreamy laid back vibes to this composition! Bass is warm and the progression gentle with a feeling of looking about for something. A slight distortion every now and then from something only really noticable when turned up!

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@Chaos Harmony - Shade_Hunter -
Curiosity - Warm dreamy sound and a dreamy laid back energy! The keys are kool and the balance of the mix is good with a chilled light feeling!


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@Symphony Of Enthrea - jasprelao -
So Happy - Nice accoustic drums and a band type vibe and drive to this progression! Bass is a little rummbly i thought might be clashing with some lower end frequecies some eq to seperate may help! Vibe is kool!

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@Super Merengue Bros. - chenbaiwan -
TheHunt and V2 - Nice phat deep thump and hit with the bass and a Irish jig to the melody! Good clarity and vibe and mix has a good weight! Harmony - Sounds are light and warm with a good steady progression! Eeri vibe and an edge of darkness to this comopsition.


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@Music for humanity - Artificer -
Strange friends - Crazy piano and some fun feeling cartoon retro vibe to this mix! Odd progression and flow!
a new horizon - Sounds are warm and the progression agin is unique and quite experimental feeling to me!
Harmonic dance - Kool organ sound and i can hear the peddles and the air in the pipes! Sounds kool!
When a clean guitar smile - Sound is clear and the pluck good even this has a knock from the wood! I feel progression could be more stable! But great sound! What guitar is this?


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@Bring back the dinosaurs - morgvemusic -
contactlight - Warm sound and a dreamy synthy laid back vibe to this progression! Warm bubbly bassline and a happy progression from the sounds used! Good pan movement and a fair punchy kick fits the vibe! Nice 1!

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@How do I Music? - Someoneman -
Emotion and 2 - Kool chilled refelctive emotion and vibe to this composition! Sounds are warm and gentle with a good clarity and warmth!


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@Team Drass - drassray - Delightful Village -
Strings are warm and the melody chilled with a warm atmosphere and laid back vibe! Maybe percussion could be slightly more upfront!


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@Ark of the Arts - TheRexion -
Warm strings build up into a happy chilled atmosphere with a bubbly bassline and a fair punch from the kick! Mix is warm with good movement in my speakers! Nice one!


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@To the Beat of a Different Drummer -
BurningTyger - Chilled atmosphere and a seasonal vibe to this composition reminds me of water melting and spring just round the corner!


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@Team Toni! - Lyrahel -
Happy Village - Dark intro moves quickly into a gentle warm string sound and progression! Maybe the kick could punch its way through a little more but vibe is good and chilled!

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@Dysergy - Forest Strolls -
Kool happy jaunt in the woods skipping through the trees feeling without a care in the world feeling! Warm vibe and good clarity and balance!


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@Jingle Jangle Jingle - Lana42 -
Warm sunny sound and a gentle energy and laid back vibe to this progression! Keys sounds are warm and the sounds mellow with a good clarity!


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@Ylmir -
Chilled warm piano and a gentle steady flow to this progression! Smooth sound and good relaxing vibes!


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@Azhthar - The kings daughter 1 -
Great little melody to this progression and a uplifting progression and happy marching flow! Maybe thos beats could be a bit more upfront!


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@Team Amazing Hotdog - larrylpope -
Unusual_Inhabitants - Warm strings and a kool chilled atmosphere and laid back march to this composition! Kool double bass sound maybe that could be a bit more plucky! Good vibe!

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@Firah - FirahFabe - Fabian_Fabro__A_Blissful_Step -
Piano and strings give a warm flow and atmosphere to this progression! Chilled energy! Mix sounds clear!


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@Team Last Minute Production - Anorax -
Kool retro cartooning vibes to this progression! Make a great chase! Sounds are clear! I think the beats could be crisper and brighter and maybe that double bass a bit more plucky and the mix level gain increasing! But vibe is great and i also think deserves a star! :)



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@Ogarth Munchies - blinktjp -
Warm delayed sounds and a chilled atmosphere to this progression! Warm sound i think it needs some more detail! But clarity is good!


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@The One-Ghost Gaggle - dreamingghost -
Home town jaunt - Warm chilled piano sounds and a bubbly bassline to this progression! Sounds move nicely about and the vibe reminds me of looking for something!


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author=clubfungus
but still enough room i feel for other game sounds to be layered over the top if needed


It's a good thing that you mentioned that. I almost forgot that if these pieces were to be used in such a setting in a video game then you have to consider that a lot of sound effects like weapon sounds, explosions or the shouts of your fellow soldiers and enemies will be layered on top of the actual soundtrack. That's probably the reason why the soundtrack from Vanquish doesn't have much melody. Because it won't really be heard anyway and melody and sound effects may actually end up working against each other.

Die-Section187
It definitely sounds like something that would fit in a sci-fi game. You've chosen great instruments for this challenge in my opinion. The E-Guitar isn't a synth instrument, but it still fits to this kind of setting. This sounds like something that could be from "Shin Megami Tensei: Lucifer's Call" by the way. It doesn't have a sci-fi setting but the instrumentation is kind of similar.

The thing that bothers me though is that it doesn't really sound alerting or like something that would fit to the scene in the event description in general. It doesn't really get your adrenaline pumping. Perhaps it's because of the tempo which could be higher. The drums also don't drive the piece forward that much. And there are rather long calm parts in which the tension drops a lot.

In conclusion I'd say that the piece itself is pretty good (I especially love the returning part with the E-Guitar). But it doesn't fit the setting that much.

That's just my opinion though.

Fun fact: My piece which I started composing will be in G(minor) too!
@Fulminis-ictus

Thanks for taking the time to review the feedback is much apprciated!

Cheers Kurt :)
Needs work...
http://rpgmaker.net/content/events/sos/files/Warzone.wav
Edit: A lot... of work...

http://rpgmaker.net/content/events/sos/files/Warzone_Ver2.wav
Seems like an improvement to me...

I'm glad all the input and reviews have been pretty constructive.
Artificer
I asked kentona to change my avatar
511
Clubfungus thanks for the feedback! I never have see it a clean guitar but is the name that appears on my electronic keyboard instrument.
Happy
Devil's in the details
5367
How's everyone doing? I haven't been able to begin my own theme properly yet, as they're renovating the apartment right below, so no silence really. :|

Chapter 1 recap will be posted beginning of next week and it will be shared on RMN's social medias and such. If you're still giving out star for first chapters entries, it's good to do so now.

Edit: There seems to be a couple of chapter 2 entries waiting for feedback as well!
I'm currently working on a piece which is now partly done. I think it's still going to take a while till it's finished though because I also have to work on some pieces for another project.

"Outerworld_Battle_Theme_2" doesn't seem to work by the way.
author=Fulminis-ictus
"Outerworld_Battle_Theme_2" doesn't seem to work by the way.

Not sure why this is the case. I had already deleted the first one and re-uploaded it for this reason. Any help would be appreciated.
I finished my piece faster than expected. Here it is (Looppoints are set): click
I would really appreciate some feedback!
I have to admit that this one didn't fully become what I wanted it to be. Not enough adrenaline. Maybe I should've drunk five mountain dews before composing it. That could've helped.

@larrylpope
I actually have no idea why this is happening. Maybe something failed during the export or maybe you didn't set the markers which indicate which part you want to export wrong (if your program has this function).

Giznads
I really like how you managed to build up and keep the tension. Especially the part around 1:20 manages to get you into a "fighting mood" because of the aggressive E-Guitar and Drums.
The drums at the very beginning of the piece really set up the atmosphere of a battle field. I actually started imagining a wide field with dead soldiers everywhere when I heard it.

The unfortunate thing was in my opinion that the piece didn't give any hints that the war which is fought on this field is highly technologized. This could be used in most war games, no matter what time it is from. Synth instruments are a good way of establishing this atmosphere of technology. There were some used but the instruments which dominated this piece were natural drums, choir, an electric bass and an E-Guitar.
I also think that if this piece would be used in a video game for an "action scenario" then leading back to the quite part is maybe not such a good idea because the tension drops a lot. I don't think that anything speaks against a calm intro (that depends on the exact way this scene is played of course) but having a looping main part in which the tension is mostly on a consistently high level would be better in my opinion.