Post by JimmyPaladin on Dec 29, 2004 0:14:17 GMT -5
Well, I made one song on RPGM2 already, which I think is alright, but I'm gonna take out the flute, violin, and drums, change the piano to guitar, and drop the octave by one to make it more the way it was originally (on my guitar in real-life), and should be really good then (but also keep what I have now to get feedback)
The news, however, is that I've decided to shrink down the cities and remove a dungeon or two (or something like that) and make lots of custom music in my game. I decided to do this today, when I made two new songs that I think would work perfectly in a videogame. I shall be making the music (up to date 9 songs), and releasing them all (individually from the video/playable demos I'll also be releasing) to get feedback from you guys, and see what you guys think. Mainly what influenced my decision is that one of the songs I made today is one of those 'super awesome let's go save the world and begin an adventure' sounding songs, and is very good and uplifting, and perfect for a videogame. You'll see what I mean when I release it - which that'll most likely be the first one I make. I won't use only custom music (DBS battles can't any ways), but'll still include my own too. (I'm thinking I'll put jukeboxes in restaurants that let the player choose to listen to them as well as use them during story and private actions).
Post by JimmyPaladin on Jan 1, 2005 3:52:16 GMT -5
Well, I tried making some more, and it's pretty darn hard to make it sound good in RPGM2, so I think I'm going to stop making them and just use the few I already made (and each song takes roughly 3000 memory). Sorry to get your hopes up any.
Post by JimmyPaladin on Jan 3, 2005 21:03:19 GMT -5
Yeah, one thing that made me quit was basically that for each sound you only get 2 full octaves worth, when on instruments you get so much more (acoustic guitar = 4.5 and electric guitar = 5 and electric bass guitar = 3 and piano = more than all of those), and the bass sound can't really be subsituted for a lower guitar sound. This is why on my first song I had to raise the octave by one (which isn't too bad, but still better lower one I'd say), and my second use piano instead of guitar. It's too bad, because for my second I know something else that'd work well, but it'd require a much deeper sound that none of the RPGM2 sounds can make.
Yeah, I've stopped making them, and I have one that's pretty good and one that's pretty good but it's only rythm piano and I've tried to add more to it but haven't managed to add anything well. I'm not sure whether I'll use them as background music or music for cutscenes or having a character play some music for Nick or something. Yeah, now I want to demo these up, so I may try to use my X-Port to upload a playable one soon (although there's still nothing much to do besides the music and kind of see the menu, battling, and camera the way they are now).
Yeah, one thing that made me quit was basically that for each sound you only get 2 full octaves worth, when on instruments you get so much more
Yeah, that can be a tough limitation to get around. You basically need to be creative or try and compose around that limitation. One technique is to try using different instruments. If you're using the piano, then the harp's second octave can make a decent extension of the piano's upper range. And the bass can make a decent extension of the piano's lower range.
but it'd require a much deeper sound that none of the RPGM2 sounds can make.
Have you tried using the Deny SFX? Use a tempo of around 500-550 (if I remember correctly), and the bottom octave sounds like the tuba.
Post by JimmyPaladin on Jan 5, 2005 22:52:46 GMT -5
Thanks, I might give it a try. Basically, what I'd need is a piano sound of -23 pitch (by rpgm2's number), like a real bass sound and not a bass sound like the deeper notes of a guitar (which don't really suffices for bass). I just don't like how most of the songs I've made can't transition because of that limitation. Oh well, good luck with your music and such, I appreciate it to the fullest now.
Post by Doan the Nado on Jan 12, 2005 20:30:56 GMT -5
Sounds awesome. I'm glad to hear that you managed to get some of your music in the game; that is a definite plus. I have no problem doing those videos for you, but I won't be able to make any promises about how soon it will be. It will all depend on how busy I am when you get the demos up.
Post by Doan the Nado on Feb 26, 2005 3:06:11 GMT -5
Good news, Will. I just saved a bunch of m... I mean, I finally got your audio files up, along with the video clip of the Jimmy Eat World scene. For now they can all be accessed at www.doanthenado.com/files/WilliamKirk. Once I figure out how to incorporate them into the site, they will be there, too.
Oh, and please let me know exactly what you want me to do for the quick walkthrough. Plan a path for me to follow, what you want me to do as far as camera controls, CMS, battling, and everything else. Basically give me impossible-to-screw-up directions on what you'd like me to do so that I can make you the walkthrough that you want. Please try to keep it under 10 minutes, though.
Post by JimmyPaladin on Feb 26, 2005 3:54:13 GMT -5
Thank you so much, Doan!!! You're the man!
Okay, I guess do this. Don't worry if you don't fit it all, just end it where ever then.
Touch the woman to get the party members. Enter the custom menu and change the party members to something else. Open the default menu and move some items around. Reorder the party in the default menu so that there's a new leader, exit it, and take a step. Go touch the little boy in black a few times and pick 'Shop Update+1'. Open the custom menu, visit the equipment shop, buy a few different types of weapons, and give and equip them on the different party members. Play around with the custom camera a little. Touch the little boy in black, pick '3', change the text speed to 1, and choose 'Venom Strike' with all the party members. Keep touching him again and choosing '3' till you've done 'Gale', 'Specter', 'Electroshock', 'Impact', 'Lullaby Cloud', 'Stupefy', and above all 'Fire Rain'. Talk to the other little boy while (party) facing northwest or northeast (camera started facing north), and choose 'Sure', 'Nevermind', and 'Let's Play'. Exit out the south and walk around that outside area while moving the camera to good angles. Go west one screen and do the same, go north one screen and do the same, go east one screen and do the same, go east again one screen and do the same, and go south one screen and do the same. Exit the town and do the same there.
Post by Doan the Nado on Mar 11, 2005 3:01:48 GMT -5
Come check out the Paladin Board sometime!
Newest video/playable demo includes: world map, city exteriors, custom music (8), battle system(MDBS), menu system(CMS), camera system (CCS), and rock, paper, scissors mini game as of now - feedback wanted badly on everything
Okay, I'll let you know what I think about all that stuff:
World Map - looks pretty good at first glance. I'm not sure if you plan on gradually letting the player experience new areas by limiting them somehow, or if they'll just be able to access the whole world from the start. I prefer the former, because experiencing new places is a nice reward for the time put in. Overall, good job on creation, it looks like a pretty realistic place.
City Exteriors - this is my favorite part of your game so far. The city I saw (once you add some people) certainly give the air of a thriving, realistic place. Good job on varying your city and making it a size that seemed more realistic than the typical RPG's city.
Custom Music - I do like the majority of your custom music. It gets a bit patterened at times, however, since it almost always follows the same Verse-Chorus-Bridge pattern, and some of the songs could be helped by the additions mentioned by Ves and Jugem. You definitely have to get this stuff playing in action scripts instead of the content scripts they are played through in your demo.
Battle System - The version I played had a few aesthetic errors: the skeleton was messed up, and it said the wrong name at the bottom sometimes. Get those problems ironed out and your battle system should be pretty good.
Menu System - Your menu system was very accessible and bug-free from what I experienced, but there were some things that I didn't like about it. First of all, I prefer the classic method of shopping in which you walk into a shop and talk to a merchant. Another thing is that you better thoroughly explain everything in your menu at some point in your game so that the player is aware of what the purpose for everything is.
Camera System - I like mine better . No, really, good job on adding something to the presentation of your game by allowing the player to change the view. I really have a hard time playing games that don't allow this after playing your demo and mine.
Rock, Paper, Scissors - Um, pretty basic. I'm not really sure how you could screw this up, but I don't find pure luck games to be fun, regardless.
Post by JimmyPaladin on Mar 11, 2005 4:14:48 GMT -5
I'm split on how to do the shopping. I'm thinking for the prequel I'll not have it in the menu, but since there'll be 6 or 7 shops per city and 7 cities in Paladin I'm thinking I'll do the menu in Paladin. I already am planning on somewhat of a new game plus thing, so perhaps I could also make the shopping through the menu only be on the new game plus. I know I should explain it, but I don't like having people say cheesy stuff like that. Perhaps I'll have someone say ' You can change classes anywhere by using the (square) menu' and stuff, I think that's the best way probably.
Yeah, they do tend to repeat a lot. I'd say my better ones ease the listener into it some and have different parts come in at different times. If you listen to them in the order I made them you can see my abilities improving. I like Total Terror the most, which I think is on the newest one I sent you but I'm not sure.
The battle system's been fixed thanks to DW. I keep forgetting to go back and do a small edit in the success chance formula where it gives 100% success rate if they're under certain status effects, but others than that it's flawless now.
I'll gradually let them go to the places. It's almost inevitable to not do something like what you said (blocking off areas). Sadly, the prequel only has the one dungeon and one city. The reason why there are 4 or so other places in that section is because the player will go to them in Paladin, and in the prequel I'll have to block them all off with people. The 'Mystic Forest' and 'Bizarro Isle' have been removed entirely now, but I don't think the demos show it.
Thank you very much for all the compliments! ;D
Yeah, so far in almost all the videos and demos I've played the towns looked really plain and boring (yours was one the good ones). I was aiming for the amount of detail of CHrono Cross and Final Fantasy 7 and stuff. I think the best way of hiding items isn't to make them invisible or really small but to flood the screen with 'objects' and make the player look and think about where the items he can pick up are. Basically, I don't want all the treasures to be blaringly obvious big chests and item bags and stuff.
And thank you for helping with the camera back then.