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Post by NASH7777 on Nov 18, 2004 17:22:45 GMT -5
I know most of what you've all posted and my band teacher is trying to figure out some of the song the problem that the Do meaning a C is in that C scale clef thingy (whatever ya call it). And the song doesn't tell you what it's in, all it gives me is what holes to hold on an ocarina. But I found another sheet that says what the held holes refer to in: Diatonic: Do Re Mi Fa Sol... Chromatic: Do# Re# Fa# Pentatonic Native American Minor Middle Eeastern Minor
Now I can find the first note may refer to Do or something but I don't know what scale clef thing it's in. So Do could be C or any other note! My teacher is trying to figure that out, it isn't a normal one she says.
Now I found the notes online so for ex. Zelda's Lulliby I have in what to hold on an ocarina and it's notes so I change its holdings to Do Re whatever and I see that Re is the C. My teacher went off on how it may be in this special scale thing since the song only uses 5 different notes...
the song goes: Re (rest) Fa Do| Re (rest) Fa Do|Re (rest) Fa (Do*)|(rest) La# Fa *= "Do" is up different higher Do. In notes that would be: C_EA|C_EA|C_E?|_??_ ?= I haven't figured out yet That's just one of the songs too... ( I really wanna do the Forest Minuet)
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Post by Jugem on Nov 19, 2004 13:57:48 GMT -5
Now I can find the first note may refer to Do or something but I don't know what scale clef thing it's in. So Do could be C or any other note! My teacher is trying to figure that out, it isn't a normal one she says. The beauty of using Do Re Mi notation (I wish I knew the name so I don't have to keep referring to it as "Do Re Mi notation") is that you can choose whatever note you want Do to be. Do doesn't have to be any particular note. You can choose what key you want the music to be in. the song goes: Re (rest) Fa Do| Re (rest) Fa Do|Re (rest) Fa (Do*)|(rest) La# Fa *= "Do" is up different higher Do. In notes that would be: C_EA|C_EA|C_E?|_??_ ?= I haven't figured out yet That's just one of the songs too... ( I really wanna do the Forest Minuet) Actually, you've got it wrong there Nash. If Re is C, then Do is B-flat. And Fa would be E-flat. To figure this out, it's easier to choose a note for Do. In this case, it is B-flat, although you could change that to whatever you want. Once you know what note Do is, figure out the major scale starting with that note. I described how to do this in my first post above. Then map the notes to the Do Re Me scale. So the B-flat major scale is: B-flat C D E-flat F G A B-flat The Do Re Mi scale is: Do Re Mi Fa Sol La Ti Do So Do is (obviously) B-flat. La is G. Mi is D. etc. As for one Do being higher than the other, this is called octaves. They are the same note, per se, but at different pitches. One is an octave higher than the other. And if you have something like La#, this means to take the note La, and increase it by a half step (a flat would mean lower it by a half step). So if La is the note G, then La# would be a G#. So, Re (rest) Fa Do| Re (rest) Fa Do|Re (rest) Fa (Do*)|(rest) La# Fa becomes (using your notation of "_" for a rest): C _ E-flat B-flat | C _ E-flat B-flat | C _ E-flat B-flat(octave higher) | _ G-sharp E-flatAlso, if you're still unclear about octaves, when a note is an octave higher than another note, it is 12 half steps higher. So in RPGM2 notation, if one note has a pitch of 0, then the note an octave higher would have a pitch of 12.
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Post by NASH7777 on Nov 19, 2004 16:23:01 GMT -5
Ok here's all the songs I have if ya wanna translate them that would be great!? ;D Here's the link of the beginning notes to the songs....They suddenly confuse me...I think there are too many lines... zpcentral03.iwebland.com/ocarinasongs.shtmlSong of time: LaRe FaLaRe FaSi-Do-SiSolFa-Sol-LaReDo-MiRe I think that the first note La is, I was sure but now I'm not.... Minuet of Forest!!!!!: Re-Re(^octave)-Si La-Si-La Re-Re(^octave)-Si La-Si-La MiLaSol-La-SolFa# Mi Serenade of Water: ReFaLaLaSi ReFaLaLaSi LaReFaSol-Fa-MiSolFa# Space: rest -: play notes together fast Here's some links to the songs, the ocarina notes, and the key: www.songbirdocarina.com/zelda_songs.htmlThen go under learn finger positions for: Zelda's Lullaby, Song of Time, & Minuet of Forest Then try this next link for to see what the Do Re is for the songs www.songbirdocarina.com/songbook.aspand click on "scale charts" Hey does anyone know why it uses the Bracketd for the html coding? and not greaterthan and lessthan?
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Post by Jugem on Nov 19, 2004 16:48:48 GMT -5
I'm not even going to worry about using Do Re Mi notation. I'm just listening to them and going by ear.
Writing the music using the following notation:
Av Bv C D E F G A B C^ D^ E^ etc.
^ means octave higher v means octave lower b means flat All notes are quarter notes/rests unless otherwise marked. Notes in bold font are eigth notes.
Zelda's Lullaby:
| E _ G | D _ _ | E _ G | D _ _ | E _ G | D^ _ C^ | G _ _ | _ _ _ |
Song of Time:
G | C _ D G | C _ D G Bb | A F Eb F G | C Av D C |
Minuet of Forest:
C C^ A _ | G A G _ | C C^ A _ | G A G _ | D G F G | F E _ | D _ _ | _ _ _ |
In the 2nd & 4th measures, there is a small trill in the third beat. What this is is just a G A G played very quickly. So you can add that in if you wish.
I'll do more as I have time; I may have to do some on the weekend. And I'll check what I post here when I get home, and I'll confirm it later.
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Post by NASH7777 on Nov 19, 2004 17:04:53 GMT -5
Yaay, I tried my computer keyboard and it sounds Perfect, only problem now is how will I use that in RPGM2? I know I just take a sound and edit it's pitch.... but... Does the pitch start at C and if I move it up one, is that up 1/2 note for flats or is going up going up one whole note (in which case you couldn't have flats or sharps)..? I can't wait till I get the Forest Minuet One figured out I'll put it in the lost Woods in my game....Which I should be working on right now not to mention....
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Post by Jugem on Nov 19, 2004 17:13:07 GMT -5
The pitches in RPGM2 can be whatever you want them to be. I don't know what the actual note that a pitch of 0 corresponds to, but it might be helpful to consider that to be C.
As you know, the RPGM2 pitches can be anywhere from -12 to 12. This means you can have two full octaves. So make 0 a note such that you can fit all the notes in these two octaves.
I'm probably confusing you. Choose a note for a pitch value of 0. Then every number up would be a half step up (check the chromatic scale I showed in the small tutorial earlier). So if 0 is C, then 1 is C#, 2 is D, 3 is D#, 4 is E, 5 is F, etc. And similarly for the way down. -1 would be B, -2 would be A# etc.
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Post by NASH7777 on Nov 19, 2004 17:29:13 GMT -5
Ok so it does move by halves.....So as soon as I get the Forest minuet's key's I'll use that in the woods, and If someone finds the Actual Zelda Theme notes that would be supurb!!!!!!!!!! ;D
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Post by Jugem on Nov 19, 2004 17:29:50 GMT -5
I've now added in your precious Minuet of Forest. I haven't checked it yet, but hopefully there aren't any mistakes. EDIT: I'll work on the Zelda theme on the weekend and hopefully have something for you soon thereafter.
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Post by vespuleth on Nov 19, 2004 17:34:00 GMT -5
you may want to check out the Music Creation FAQ(http://db.gamefaqs.com/console/ps2/file/rpg_maker_2_music.txt) by Oblivion Dragon. You may also want to pay a visit to The RPG Maker Magazine (http://www.rpgmmag.com/) and ask OD for help at The Mag Forums (http://p200.ezboard.com/brpgmakermagazine). If you have an ezboard account (http://www.ezboard.com/) you can post there.
hope that helps, and hope you enjoy the excessive linking.
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Post by NASH7777 on Nov 19, 2004 17:50:49 GMT -5
Thanks Jugem!!! I'll have to remember to thank you in the credits!!!! Should I use Jugem or do you want something else with an aka Jugem?
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Post by Jugem on Nov 20, 2004 15:36:23 GMT -5
I was up until the wee hours last night finishing the Zelda theme, but I finally got it done (I was "in the zone", and didn't want to quit until I finished it). I'll type out the scripts and email them to you shortly. You can call me 'Derek "Jugem" Krahenbil' or 'Derek Krahenbil (aka Jugem)' in the credits. If you use the Zelda theme I put together for you, I ask that you have something that says something to the effect of: The Legend of Zelda theme music arranged by Derek "Jugem" Krahenbil And I would appreciate a screen at the start that says this (before the title screen appears). Or if you show the credits at the start (like some games), then you can include it in those credits. And of course in the credits at the end as well. Thanks, and hopefully I'll have those scripts ready soon. EDIT: I've now sent you an email with the script text files attached Nash.
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Post by NASH7777 on Nov 20, 2004 21:38:15 GMT -5
Wow, thank you so much that's amazing.....that was a lot to type. I'll be sure to include your name even if I don't use it....Which I will for sure atleast some of it!
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Post by Deleted on Nov 21, 2004 2:57:31 GMT -5
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Post by NASH7777 on Nov 21, 2004 8:42:50 GMT -5
Oh Jugem I thought of a problem..... Would I still be able to use your music if I wanted to submit it for the Pavillion? It says only one person may work on a game....so idk I always could have a copy w/o it for the contest and w/ for everyone else...so....hm......
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Post by vespuleth on Nov 21, 2004 12:48:40 GMT -5
i think for the contest, it needs to be entirely your work. maybe valk will step in and clarify on this one, or you could just go and ask at the pav.
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Post by Jugem on Nov 21, 2004 16:34:18 GMT -5
Oh Jugem I thought of a problem..... Would I still be able to use your music if I wanted to submit it for the Pavillion? It says only one person may work on a game....so idk I always could have a copy w/o it for the contest and w/ for everyone else...so....hm...... I didn't see any such rule. There was a rule like that for the first contest, but not for the third. So it should be alright to include it.
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Post by NASH7777 on Nov 21, 2004 19:56:39 GMT -5
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Post by NASH7777 on Nov 21, 2004 20:10:10 GMT -5
I don't wanna take out all the suprises in my game by telling you them as I go, but I only have two rooms left in the plant dungeon and the one I just finished is creatively messed-up. It's Dark/Foggy/Storming and old frames stay as you move messing with your vision....it's cool. I also got some good puzzles in there too. So I just wanted to update you....
OH!!! and One more really awesome thing I'm working on......No more scripting random walking for the enemies lol.....I'm trying to have it so they move to party(with the default closer command) and they will be attacking still, I think I've found a way and if it works....Holy Cow will it be awesome, the enemies AI will have increased and they won't get stuck and I'll place more enemies in the game as I will no longer worry if they will get stuck so HOPE I can get it to work...well back to the game in a bit here...I left it runnin' ;D
Edit: I've almost finished the plant Dungeon now. All I have left is the Boss and then off to the Ice Dungeon, If you like puzzles then the Plant Dungeon is for you, not that they're really hard but that they are pretty creative! I'm sure you'll all enjoy!
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Post by NASH7777 on Nov 22, 2004 7:24:56 GMT -5
Like I said if I get that enemy script to work it will be unbelievable and.....guess what.... I GOT IT TO WORK AND IT'S UNBELIAVABLE!!!!! The enemies now actually come for you causing you to have to fight them instead of just ignoring them in every map. I now am going to work on my other enemies I had made but didn't put in the game because they got stuck so easily. Be prepared for a whole more active battle! I'm going to release a new demo just because of this so you guys can tell me what you think. It might be 2 days, I will work on the plant boss and the new enemies and placing them and all that so who knows.....I might get it done today, but I'm giving myself some width to work on it! So I can have the enemiess move closer now and still be attacking and they won't get stuck and the scripting was so much simpler then what I was doing.....It's Crazy!!!! When I release the demo, It'll be your choice if you want to beat the two new dungeons and all that. I'll probably give a password so if you do, you can start there without having to do it all over. Also it may not be the best Idea because I may add a few things or change by time of the actual game that you may miss out on then! In the mean time play my Stealth game I put out for fun, it shouldn't take you much time at all or cont. working on your own game
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Post by Doan the Nado on Nov 22, 2004 14:49:03 GMT -5
That sounds very cool. I'd be interested in seeing how you do it, if you don't mind sharing. I'll check out the MGS game as soon as I get my PS2 back down here on my computer.
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Post by NASH7777 on Nov 22, 2004 15:45:42 GMT -5
Well right away I didn't want to share how I got it....I kinda wanted to be the only one so that way it would be better than anyone elses, but I'm over that, and If I ever get a MAX drive I want ppl to have good games and if it helps them make their game better then Whoohooo!!! It's so simple that I can't even help but let it out too..... My scripts were so complicated before and now they are only lik 10 lines for the entire AI of one enemy!!! Here's how I did it, its so simple I feel stupid not having thought of it before. You know how when you tell an event in the action script to Move to Party or Move Away or Follow Leader or whatever, it stops all commands after it. So obviously you couldn't use it to have the event get closer, because you couldn'thave it attack or do anything else. But if you use the Apply Together command you can have the enemy move closer and have it attack as well. Here's how it works: If event1=1 set event object to slime set e1hp=2 set dmg=1 Apply together call script (slime) Move to party 20F Apply in Order End Cond If event1=2 ....blah blah for next enemy
Now in the "slime" script have it do the slimes attack/action then wait so many frames then do it again, I used a random variable for mine. Now the slime will chase the party down and attack as he goes, you could also have it so he doesn't attack till he is so close with a simple distance check... It's THAT EASY!!!! I'll Post this in my "How To?" board.
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Post by NASH7777 on Nov 22, 2004 19:07:13 GMT -5
Okay I remade all the enemy's scripts and began to place them abundantly and put a bigger variation of enemies throughout the world. I also want to add more people in the town later, that'll say different things at different times. And I need to spruce up the second town sometime. All I have left on the plant dungeon is scripting the Boss, I have him placed and everything made besides that. Actually it's running right now so I'll be on it in a min. After finishing the boss I'll put a new demo online!
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Post by Deleted on Nov 22, 2004 20:00:38 GMT -5
So what did you think of my idea about the different defenses in that topic? Is it too much work to keep track of all those variables, or are you thinking of using it?
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Post by doyleman on Nov 22, 2004 20:24:37 GMT -5
;D *showing off and singing in tune* i beat the stealth ninja, i beat the stealth ninja! *is informed that it was only 1 mission, which was the first* ......oh.... Nice Job! The eyesight must of been pretty tough to script, and i say: bravo! although it was short. i almost wept in tears from joy! Good Luck!
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Post by doyleman on Nov 22, 2004 20:29:33 GMT -5
Next Demo! You are a wiz and fast at this game making process! either that, or you have a lot of free time on your hands . May i ask how many dungeons there are, and where the plant dungeon stands at the total dungeons? Either way: Way to Go! I couldn't do half the stuff you did as fast as you did (compared to 1st demo) if I wanted to. Here i was thinking i was good at making games, then i come here, people making zelda games, then i look at myself and say: how the heck? I am saying this in a good way, but i'm somewhat jealous of how much people know about this game making product!
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