Melly
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« Reply #20 on: October 26, 2009, 04:25:41 PM » |
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Oh, right, my bad.
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easynam
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« Reply #21 on: October 26, 2009, 04:56:37 PM » |
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« Last Edit: October 26, 2009, 05:00:49 PM by easyname »
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JamesGecko
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« Reply #22 on: October 26, 2009, 05:16:39 PM » |
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It seems louder than other music people have made for Assemblee so far.
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Melly
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« Reply #23 on: October 26, 2009, 06:06:13 PM » |
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Seems pretty good. Might wanna work on it a bit better though. It feels a little... generic, I guess.
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falsion
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« Reply #24 on: October 26, 2009, 06:42:30 PM » |
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I'm really no musician at all but I'll try anyway. First of all, you need to do some mastering on the song. Some of the instruments are a bit too loud, you need to balance them out so that they don't overtake each other. I also think your samples sound a bit too "percussive" (like the notes are being pressed very hard full force) and that you may need to adjust the note velocities to smooth them out. Secondly, the melody sounds far too busy or claustrophobic and lacks pacing. There are too many repeated notes and the melody is used too many times with no real beginning, middle or end. A good suggestion would be to try working on an introduction then introduce the melody towards the middle, then a part where the song winds down a bit to either end or repeat once more. Another thing is that your song seems to lack direction. And what I mean by that is very simple. What is the intention of the song? Is it meant to be a sad song, a happy song? What kind of scene is this song for? A dramatic scene, an ending scene? Or what? There are a lot of notes going on but they don't seem to have a consistent reason for being there. I think something that would help is if you tried to think in your head a type of scene you'd encounter in a story or video game and try working from there. I know that sounds crazy, but that's the best I can describe it. Other than that, I can't think of any other criticisms. It feels rather silly to be offering this kind of advice since I am not good with music at all, but hopefully these suggestions are of some help to you.
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easynam
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« Reply #25 on: October 27, 2009, 02:03:30 AM » |
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Yeah, thanks for the crits, I guess I went a bit too far from what i normally do with that one and it ended up sounding generic and not gamey enough.
I'm also kind of a newb when it comes to music, so I'm not sure how to master the tracks but I'll try and reduce the volume anyway.
I guess the fact that I always have the volume on my laptop set to about 20% doesn't help :p
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Kaworu Nagisa
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« Reply #26 on: October 27, 2009, 02:42:40 AM » |
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While the fish movement looks more like a movement of an octopus or maybe a squid (to me), it's still amazingly lovable Great tiles, whatsoever!
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easynam
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« Reply #27 on: October 27, 2009, 04:25:33 AM » |
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Working on some more tiles.
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easynam
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« Reply #28 on: October 27, 2009, 05:08:08 AM » |
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Actually, I guess the background probably looks better like this? I'm probably going to have to add another green for the background since some the background colour is the same as my outline colour. (which means sprites dont show up so well :/)
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easynam
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« Reply #29 on: October 27, 2009, 06:17:35 AM » |
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I think I'll go with this: Also another enemy animation test: EDIT: Changed the platforms a bit.
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« Last Edit: October 27, 2009, 06:27:22 AM by easyname »
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HED
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« Reply #30 on: October 27, 2009, 06:27:04 AM » |
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I find that the music goes pretty well with the tiles/world you've created. The music is peaceful even if it's a bit generic. I could see myself playing that game!
The enemy animation is very nice but I feel that the smoke cloud on landing is a bit "strong".
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easynam
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« Reply #31 on: October 27, 2009, 06:35:46 AM » |
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In the end its the programmer who does the particles so what I do with them doesn't affect really effect what the programmer does. I'm just testing how the animations could look in a game context.
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mr.mnml
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« Reply #32 on: October 27, 2009, 07:26:58 AM » |
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nice progress. ill have to say though that the forest screen is very distracting and hard to look at for longer than 2 seconds due to all the patterns. try to ease it up with some flat surfaces or so...i still really like where this is going, keep it coming!
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Geeze
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« Reply #33 on: October 27, 2009, 07:30:31 AM » |
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(hurts eyes) But i love it!
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GM can do anything.
It's magic.
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easynam
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« Reply #34 on: October 27, 2009, 07:55:16 AM » |
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Is this any better?
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Healy
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« Reply #35 on: October 27, 2009, 08:52:42 AM » |
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A little, but I think the tree bark could use some flattening too. The soil could be flattened, as well.
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easynam
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« Reply #36 on: October 27, 2009, 09:49:21 AM » |
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Do tile variations help? I think I'll do something similar with the ground.
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Healy
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« Reply #37 on: October 27, 2009, 09:50:26 AM » |
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Yeah, that's much better.
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JLJac
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« Reply #38 on: October 27, 2009, 10:11:23 AM » |
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If you are charlie I am the starfish
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moi
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« Reply #39 on: October 27, 2009, 10:14:03 AM » |
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Yep bark variation does help also make it a different colr than the ground maybe
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subsystems subsystems subsystems
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