NEWBLACK'S PROFILE
The undead are among us,
at dawn they shrink back to their silken beds.
They dance by night
and drink the blood
of a child's broken neck.
at dawn they shrink back to their silken beds.
They dance by night
and drink the blood
of a child's broken neck.
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Composer needs feedback
[quote[I vi IV V is a common one.
My most common peeve when writing music for anything is I can never think of any chord progressions that sound good and always get stuck in the same ones eventually no matter how hard I try. Talking keyboard/piano by the way.. . How do you get around that?
My most common peeve when writing music for anything is I can never think of any chord progressions that sound good and always get stuck in the same ones eventually no matter how hard I try. Talking keyboard/piano by the way.. . How do you get around that?
vulcanrush.jpg
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Oh my God, I might actually have to play this through. Super_stunner you should write an article/tutorial about commitment to a project :P 7 years is unbelievable.. I'd love to hear the story behind the making process as the years went by.
RPG2k3 + SAI Paint = Fail
I checked the FAQ.. But...
I thought I'd ask here 'cause I'll most likely get trolled or something.
I'm new so indulge me please?
...What's the real deal with the no screenshots rule?
I'm new so indulge me please?
...What's the real deal with the no screenshots rule?
Post and critique screenshots!
Someday, I might compose for film/movies
post=147571post=147567Wow, super thank you for those tips, I will definitely look into that at some point in the near future.
Don't mean to insult your knowledge/intelligence or anything (in case you already know this)... But if you can compose using staff notation then you can input it on a program like guitar pro, then you can export the midi (or just compose in midi first), then you can import the midi into a program like Propellerhead's Reason and assign the midi tracks to different output devices set up as the correct instruments with 32-bit effects, mixing, mastering and pretty much everything you could possibly need.. If you can find the right resources. Alternatively you can just compose entirely in reason.. It has a keyboard interface.
Then you can export the whole track as a .wav and convert the .wav to MP3 using readily available and free software. It's dead easy. I make music too (Or rather I DID, when I was in college), nowhere near as nicely composed as yours though.
Really nice composition on the piece you uploaded by the way. :)
No worries man. Seriously, it's pretty straightforward and you've definitely got the musical/compositional ability. You could probably learn the basics of using a program like reason in a day or two and the potential results are pretty limitless. (an awesome example: You can get a 2.2gb Steinway piano patch for it that emulates a Steinway D and some of their other famous pianos. It also emulates 5 microphone placements around the piano which you can individually adjust the virtual "placement" of and their input levels.) It's all technically MIDI aswell, but it doesn't sound anything like what you'd traditionally call "MIDI" in the sense you'd hear on an rpgmaker forum.
Someday, I might compose for film/movies
post=147217post=147097Haha, i've actually marched drum corps. I'll be marching again next summer most likely.
dude, your circle of life drum corps-style video blew my mind. you have some pretty mad rudiment skills.
The line I was in last summer:
http://www.youtube.com/watch?v=UaeiUTVvyKQ&feature=related
The two lines I'm trying out for this year:
http://www.youtube.com/watch?v=Clv38pJC4u0
http://www.youtube.com/watch?v=CydqUeppH7U
And as for composing, I'm doing a super secret collaboration with someone here on the site, but I don't know if he/she wants me to post up what I'm working on or have it a surprise for the game's release.
Regardless though, I'm actually enrolled in a midi composition class back at school, so plan on hearing some really cool things that you will hopefully get to use in your games. I'm hoping to someday get into MP3s but I simply don't have the right tools at my disposal right now. :(
so unfair.
Don't mean to insult your knowledge/intelligence or anything (in case you already know this)... But if you can compose using staff notation then you can input it on a program like guitar pro, then you can export the midi (or just compose in midi first), then you can import the midi into a program like Propellerhead's Reason and assign the midi tracks to different output devices set up as the correct instruments with 32-bit effects, mixing, mastering and pretty much everything you could possibly need.. If you can find the right resources. Alternatively you can just compose entirely in reason.. It has a keyboard interface.
Then you can export the whole track as a .wav and convert the .wav to MP3 using readily available and free software. It's dead easy. I make music too (Or rather I DID, when I was in college), nowhere near as nicely composed as yours though.
Really nice composition on the piece you uploaded by the way. :)
"Complex" weapon/ammo system problems.
post=147407
Changing a weapon in combat shouldn't be a problem, especially if you already know how to get the weapon to change. As for the skills, you can make a copy of the event that tracks weapon-based skills and, instead of it being a parallel process, make it an event that needs to be called. When you change the weapon in-battle just call that event and it will sort the skills out for you.
I think.
This is going to be very large task due to the complexity of the weapon-system you want to have. For a small number of weapons it isn't too difficult, but with a lot of weapon it will become so. You should really work out which weapons are vital and which weapons are merely slightly different versions of weapons that are already available and hence don't add that much to the gameplay.
Agh, now you've tempted me to revise things even further now.
Okay, Here's where I'm at right now, and it's all working fine.
*No more dual-wielding.
*I'm using the basic ammo as common item /unequip weapon when relevant ammo <1 "code".
*After the player runs out of ammo with an equipped weapon, I've told the event to equip "Knife" automatically AND to remove the knife from the inventory (because the "change equipment" command will automatically "generate" a "new" knife to equip, right? and I don't want the inventory being full of knives because the player keeps running out of ammo)
That all kinda makes sense to me so far. I'm open to advice on this... Things to consider:
*I don't want to use a skill system to replace the weapons.
* I MAY not even have skills related to the weapons (but rather to other equipped items, so that won't interfere with the whole ammo thing). So that shouldn't be a worry.. If it's not too difficult I MAY include them, but it's not a necessity.
*I have NO idea how I'd go about making the player able to change weapons [b[by choice during battle. I just assume it'd involve the "change equipment" command and therefore I'd have to make sure that whatever the equipment is changed to gets deleted from the inventory to avoid equipment cloning.. Which would get pretty hectic if there were a lot of choices.
*Additional melee weapons will also be in the game (a couple) which obviously don't need ammo, don't know if they'd need to be considered in the event programming?
I think that's about it, there'll probably be something like 5-7 (tops) weapons that use ammunition in the game.. 10 was a liberal estimate. Other than all that.. I'm open to being educated :P
EDIT: I finished the demo for SL: Riot Grrrl today, really enjoyed it :) liked the style/graphics too. Don't know if it's been pointed out but somewhere (I forget now) in the text the character is referred to as "Alexis" instead of Cheska.. I think anyway, it was a late night. :/














