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Messages - Brassfire

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46
Game design / Re:My first mod music!
« on: March 02, 2003, 01:33:19 AM »
The download problem is fixed ;D, in case that's why I have no comments. :'(

The free host goes down a lot, too. So if you can't get it, try again later.

47
Feature requests, suggestions / Re:Some feature suggestions
« on: March 02, 2003, 01:27:44 AM »
mod file: 3.25 MB
wav file of the same thing: 10.7 MB
ogg file from that wav: 0.99 MB

mod file, using the exact same samples and merely changing the composition patterns so it's twice as long: Very close to the same size.

ogg file of twice as long a composition: twice the size.

mod file, using the exact same samples and going FOUR times as long: Very close to the same size.

ogg file, FOUR times as long a composition: FOUR times the size.

So, for game music, where it is important to have a lot of music but not be too repetitive - such as during a long conversation or wandering around in a forest or city - mod definitely wins.

IF mod files were able to use the same compression as ogg for their samples... it would be the clear winner.

Midi would also be ok if there was a custom soundfont loader, you could make a couple of 20 MB soundfonts for your game rather than having 100-150 MB of ogg files.

Of course, being a musician, I'm planning on a LOT of music. For just a small amount of music, and definitely for sfx, ogg rules.

Basically:

mod - can make long music without worrying about lack of compression ratios, worry about sample quality
ogg - can make short music without worrying about sample quality, worry about repetitiveness and ease of looping

48
Game design / My first mod music!
« on: February 28, 2003, 07:39:31 AM »
I'm just posting it in ogg format because it's smaller that way... 0.99 MB is better than 3.25 MB anyday.

Festive Harp.

As I said in the other thread, this was made in MPTrack and the samples I used aren't that great. However, once I put better samples into the file and rearrange a few things I'll definitely be using this composition in my game.

So, let me know what you think. One friend told me it sounds SNES, I'm hoping that was even partly a compliment. ;D

49
General Discussion / Re:"Ode to Scripting"
« on: February 25, 2003, 01:56:45 AM »
Funny!

Mnemonic - Is this going to be in the manual now? ;D

50
Feature requests, suggestions / Re:Speech question
« on: February 24, 2003, 11:51:20 PM »
Well, like any other program, it depends on what you want to do with it. ;)

I pretty much use Goldwave just for volume maximizing, cutting out leadings and trailing silences, etc. I do midi in Cakewalk and all audio mixing/reverb/eq, etc, as well.

I make beats in Fruity Loops, and I love it's reverb... wish I could get that in other programs. (Just tried Algorhythm, it opened as if for 1024x768 and when I tried to drag it over so I could even maximize it, it almost crashed my system. So... I definitely won't be using it. Fruity Loops is still the ruler of the beatz. 8) )

If you want a free program that you can use to make beats or melodies, I'd pick a mod tracker such as MPTrack, though. It will export to a wav file which you can then convert to ogg. Also, their tutorial in the help file is actually helpful.

For audio convertors, I go with dbpoweramp because it has the best sound of any program I've tried in any codec I've tried to use it with, whether wav, mp3, ogg, monkeys audio, anything. Yamp is pretty good for mp3, though.

It just depends what you want to do with your music program, really.

EDIT: Oh, and here's the harp thing. I converted it to ogg because it was smaller than the original format.

51
Game design / Re:Looking for cartoonish graphic artist
« on: February 24, 2003, 11:15:09 PM »
Yeah. I had some of those planned. I also liek the idea of an "identity" phrase like that "rumble in the stomach" thing. That's cool.

Maybe the mod should split this thread and put this character development part into the game dev forum?

52
Game design / Re:Looking for cartoonish graphic artist
« on: February 23, 2003, 09:39:16 PM »
Gotacha. Thanks.

I hadn't thought of doing an "essence" description... that may be useful if I want people other than me to write for the characters. ;)

53
Feature requests, suggestions / Re:Speech question
« on: February 23, 2003, 09:32:28 PM »
Algorhythm looks pretty cool, and possibly equivalent to FruityLoops... will have to check it out, if only for the "royalty-free samples", hehe. ;)

I use Cakewalk, and found it really easy to pick up as well. I started with the Home Studio which came with my soundcard. It was easy to go up to the Pro version, because the interface was pretty similar. The Pro version (now Sonar, I haven't upgraded, though,) uses soundfonts, so you can make midis which sound somewhat decent.

Get goldwave for audio editing, though. Cakewalk's maximum sound volume is quite low compared to most other programs, I've noticed. I red-line and get clipping in Cake, but if I export the wav just below red-lining then take it into goldwave, I can boost the volume by at least 200% without problems.

A friend is getting some AMAZING results with Cubase + Halion + some good samples + some reverb plugin, though.

For free or as low-cost as possible, I'd go with a mod tracker and concentrate my money on quality samples. Most mod trackers also export to audio, then you can convert that to ogg or various other formats with something like dbpoweramp.

54
General Discussion / Re:Why WME?
« on: February 23, 2003, 09:17:54 PM »
Er... I was spelling it wrong... :-[ :-[ :-[

It's Delirium... and since it's coded by a friend of mine from the Hero6 project, that's how I know about it. ;)

It is more of a collection of engine tools than a complete engine though.

http://nekros.freeshell.org/delirium

The site hasn't been updated in a while because of exams and other wonderful stuff.

55
Feature requests, suggestions / Re:Speech question
« on: February 22, 2003, 06:20:58 AM »
I found DirectMusic Producer *really* confusing to write music in. (But I'm definitely more a musician than a programmer, and all that logic gets confusing sometimes. ;) ) Also I didn't like that it wouldn't load a different soundfont in slot 1 inside a different project without conflicting with some other project's slot 1.

MPTrack was pretty easy to pick up. Anyone want to hear my horrible harp theme? It's the samples, honest... ;D
(Actually it doesn't sound too bad.)

56
Game design / Re:Looking for cartoonish graphic artist
« on: February 21, 2003, 08:52:57 PM »
What do you consider as defining a character in RIGID detail, Scarpia?

Not everything is defined for my game, so I'm not really trying to get more members at this point. Right now I have to define enough to give enough work to the members I've got! Later, I'll probably need a 3D artist for backgrounds, maybe a programmer. The team is fine for everything else.

57
General Discussion / Re:Why WME?
« on: February 21, 2003, 08:45:34 PM »
Thanks for the input. Flexibility is definitely important, some of what I have planned would be next-to-impossible in AGS but much easier to implement in WME. I also like the way WME handles the walk areas. AGS is really frustrating in that regard.

I've gotten a few programmer friends to play with it and give me their impressions as well, and they are impressed.

So, I will probably be using either Wintermute or Delerium for my game, and will be concentrating my testing on those two once I have some content to test with. ;)

Thanks again!

58
Technical forum / Re:Some questions
« on: February 21, 2003, 08:18:02 PM »
Scarpia - what is that application? Mnemonic might want to put that in the faq in case there are others who want a single exe.

59
Feature requests, suggestions / Re:Speech question
« on: February 21, 2003, 08:10:02 PM »
OGG is at least equivalent to MP3, and my tests have all come out slightly smaller and sounding the same or better. ;D

I was considering mod files for my game, actually. It may seem "old-fashioned" now but it was developed specifically as a game music format, and has a few advantages for game music because of that.

impulse tracker or *.it is the best format for mod, because they have what is called "new note action" - so on every new note, you can either sustain, cut the previous note off, or quick fade.

The advantage of mod for games is that every file is only as large as the samples - you can add in repeating sections or more sections and it will only take up as much space as the text for those sections. You make a mod file 10 minutes long for one area of your game, and it isn't much larger than one that is 3 minutes long. You have an audio file that long, and even with ogg at 128, it's still around 10 MB just for that one file!

Also, mod files loop perfectly, whereas true audio has to be "adjusted" for looping, and certain compressing software adds in a second of silence at the beginning and end anyway. :(

If the impulse tracker format could be updated to use a compressed format such as ogg for samples instead of wav... it would be *perfect* for game music! Maybe *.otx for oggtracker? ;)

Sound effects should definitely be ogg, though.

60
Technical forum / Re:Quest for Glory-style RPG elements?
« on: February 13, 2003, 10:41:36 PM »
I just meant that, compared to a free and somewhat equivalent engine, of course I'd rather use the free one, especially in my current circumstances. Anyone would.

If my circumstances change, then of course I'd use the best one I can, and pay a reasonable amount for it. (Considering I'm highly unlikely to make much profit at all anyway.) ;D

As Luke said, you might want to make it more clear that payment would be something you will discuss on a case-by-case basis.

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