FULMINIS-ICTUS'S PROFILE

Hi!

I'm a composer living in Germany and I'm a huge fan of indie games. I especially like RPG Maker games. One of my biggest inspirations is Joe Hisaishi. I'm already active on the German RPG Maker VX Ace forum. There I'm part of the Ressi team where we create resources for the community every two months.

If you're in need of a composer then feel free to visit my website! You'll find my demo reel there and infos about me and my music.

Search

Filter

Free music?

You can also check out the Resources section under Development on this website (click). Or you can ask some composer who has introduced himself in the composer introduction (click).

Summoner of Sounds

To be honest I'm not a big fan of medieval music but I'll still try to come up with something decent. But it's too bad that the theme is medieval and not renaissance because I actually studied up on renaissance music not too long ago. ;_;
But at least I have the VST Ra so getting the instrument samples won't be a big problem.

Summoner of Sounds

author=TungerManU
thank you for your advice, Fulminis.

You're welcome!

I also want to thank everyone who provided some feedback on my piece! I'm looking forward to seeing what the next challenge is. I hope it's something I'm more familiar with.

Summoner of Sounds

It was quite hard to choose my favorite one. I had to exclude some great pieces though because they didn't fit the theme like pLasterbrain's piece (doesn't really fit to a futuristic setting in my opinion).
But I think that "Challenging Fate" was the best one.


DieSection187 is my second place by the way.

Summoner of Sounds

author=TungerManU
Which of the snares you're saying is especially loud?


I'll put my text into spoilers in case the others don't want to read my weird explanation of normalizing and RMS.
Especially the one which you used in the faster part. But I don't think that you have to make it quieter actually. It does sound pretty good how it is in relation to the other instruments in my opinion. The only problem is that it mostly clips at the points at which the snare is played. If you have an audio editor (I'm using Audacity for example) then you should be able to fix this problem by selecting the whole piece and then "Normalizing" it. I usually use the setting -0.1. This lowers the amplitude down to -0.1 dBFS (0.0 would be the maximum). If the amplitude goes over 0.0 then it's clipping. If you would look at such a piece with clipping audio in an audio editor then the peaks would look like they were cut off at the far bottom and/or top part (picture, +V would be 0.0 dBFS in this case).

Explaining RMS is quite hard for me, I already had a hard time understanding it myself when I was learning about it. RMS basically tells you the perceived loudness of a piece. But your best bet would probably be to educate yourself with books or the internet if you want to learn about it. I mentioned the bass by the way because long and low frequency notes boost the RMS a lot.

I hope that I didn't bore you with my explanation. ;_;

Summoner of Sounds

author=bulmabriefs144
Not only have I not been taught formally (can't read music) but I find single note placement tedious meaning I either take a series of notes and copypaste (yay, no chord progression) or place stuff randomly, and work with that. Pretty much why I haven't participated in many of these.

Well, you don't need to know much music theory to make (free) atonal music I guess ^^ That means that you could actually do some horror music. Not sure if you'll have much success with other types of music but you could still try. The most important thing is that you have fun. And maybe you'll actually learn a thing or two. I would still advice you to study up on some music theory if you want to take composing seriously.

Here's some feedback, yay!

larrylpope
Because of the sound of the instrument at the beginning I'd expect this piece in a somewhat retro inspired game at first. Probably because it reminds me a little of Resident Evil Gaiden. ^^
The part of this piece which I thought fit the theme the most was at 1:10 - 1:12 because the drums managed to create a sense of coming danger. It's too bad that it's so short though.
The rest of the piece was unfortunately rather calm and didn't evoke the feeling that you were currently fighting an army of soldiers with technologically advanced weapons.
In conclusion I think that you may have made this piece better if you would have used more instruments which may have implied that the world this piece is used in is technologically advanced (like synth instruments) and you could have expanded the part around 1:10 and shortened the calmer parts. It's not a bad piece though but it would fit better to another situation than the one described in the event description.


TungerManU
It definitely fits the theme better than most of the other pieces I've heard so far. It does have a decent amount of tension and the instruments do fit to a future setting.
But I almost got a heart attack when I actually looked at the piece in depth (no offense by the way). It did seem kind of unnaturally loud to me, especially the snare hits (I assume those were snare hits). But the piece was actually clipping all over the place. You should probably have normalized it before submitting it. And the RMS is always over -8, mostly at -6. I'm not sure if it's always like this for video games but the norm is between -8 and -14. I guess this would still be okay for commercial songs, but I wouldn't recommend that for video game music. Correct me if I'm wrong though, I only know this because of my experience and thanks to a fellow composer. Perhaps you've over compressed it or the bass is too loud. But maybe you were about to do that anyway and your upload was just a pre mastered version. If it wasn't then you now know that you should look out for those things. ^^


Giznads (Your_Moms_A_SciFi_Warrior)
It is pretty catchy and I really like the beat. I could imagine this one in a less serious shooter better than in a serious one to be honest, but that's just my feeling, I can't actually explain why ^^
This one could be made loopable pretty easy too and I hope that you'll do that later on.
The thing that bothered me though is that the frequencies throughout the piece, especially because of the guitars which are used a lot in this piece, are quite high. Or at least that's what my ear says. You might want to check that yourself though. You could use some Equalizers to get rid of that.
So far this one is my favorite. But I want to wait till this chapter is almost over before I actually give away a star.

Summoner of Sounds

author=Anorax
Just not feeling the inspiration this time 'round...


Visual inspiration, just like Happy wrote, can help quite a lot. You could also play a game in this genre like Vanquish or maybe listen to some music from these types of games. Those are some things which inspire me quite often.

Summoner of Sounds

author=Happy
I have also thought of imposing a slightly shorter time periods for the chapters of the event to make the process a bit more involved. Or what do you think?


I can only speak for myself but one month is currently about the time I'd need to finish one piece. Not because I'm such a slow composer but because I'm pretty busy with other projects. But things might actually slow down for me next month if I'm lucky.
How many chapters do you plan to do?

It's kind of weird how only few submission have been made for this challenge until now. I hope there will be more till July.

Summoner of Sounds

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.

Summoner of Sounds

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.