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1075756 Posts in 44140 Topics- by 36111 Members - Latest Member: Uncle Scotty

December 29, 2014, 12:11:15 AM
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1  Feedback / DevLogs / Re: Super Smash Land - Gameboy Smash Bros. on: October 31, 2010, 10:32:46 PM
If you guys are still building sound effects, I'd like to point you guys towards Dr.Petter's SFXR.

http://www.drpetter.se/project_sfxr.html

It does old school sound effects very well, and a lot of indies use it.

Thanks for the recommendation, these look pretty neat, but the SFX generated aren't very in-line with the gameboy, which would be extremely limited in what it produces while playing music. So, we won't be able to use it. I've got SFX covered, though, no problem.
2  Feedback / DevLogs / Re: Super Smash Land - Gameboy Smash Bros. on: October 26, 2010, 03:51:52 PM
Hi, I'm Inverse Phase, and I'm really just getting started on the music and SFX for Dan, I have some experience in creating music and sfx for games but I haven't done anything terribly recent, so this is going to be a fun adventure for me. I thought I might outline a few of my own goals with the project for anyone that's curious and answer questions that pop up.

This post got awfully long, I hope at least someone finds it interesting.

Since I'm a unix user I won't be able to answer any questions regarding code/Game Maker, but the way I understand things, with Game Maker we don't have explicit channel control. I'm aware of the hardware limitations of the gameboy, but I can't reproduce EXACT gameboy science such as a music driver that will cut off a less important part of the music to play a sound effect.

To that end, we're just going to have separate audio files for music and sound. My basic approach is to use mostly whitenoise for most sound effects and attempt to use them more sparingly in the music. Plus I intend to limit sound effects to a single channel of audio during creation.

I've accepted the reality of things; there will be a bit of overlap. Some sounds might get played on top of eachother, or we'll have one or two places where there is both whitenoise in SFX and music. But Dan is primarily going for an aesthetic. We aren't limited by the hardware even if we're pretending we are. I'd venture to say we want to make the project fun rather than getting extremely nitty gritty and making things hard on ourselves for what amounts to reasonably little gain. It's not commercial and there are no (real) deadlines.

Anyway, on that note, I don't have a whole lot of time to donate to the project so my updates will probably be in bursts where Dan may have more of a consistent ability to work on his project. It's his game, after all. =] Because of that, we're probably going to reuse a few gameboy resources.

I took the liberty of creating the sound effects (even the "familiar" ones) you saw in the video by hand. There's more to come, and probably a little tweaking to be done also. I'm doing the sfx the hard way because I haven't fooled around with it much and I wanted more experience in that department.

The music will initially consist of 8 stage musics that will be kind of longish. We'll also have 6 other ones (intro, menu, character select, game set, ending/credits, and game over) that will probably be, for the most part, short and loop where necessary. In the interests of time and actually helping Dan achieve his goal, if a gameboy version exists of a stage song used in smash, we'll probably just bring that over instead of me doing a cover from scratch.

Since there are smash-lookalike and then smash-inspired stages, we decided on direct covers of the stage music for the smash-lookalike stages. I'll write an original tune inspired by each character for the "inspired" ones. The latter will be an interesting exercise. I feel like I've gotten pretty good at covers (see bandcamp for examples). I'm not too worried about those.

Anyway, this is getting long so I'm going to just say I hope you enjoy the project, my music, my effects, and I welcome any constructive criticism!
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