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Messages - MetalRenard

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1
Game Art / Re: Charity Developer looking for Musician
« on: September 05, 2013, 02:05:05 pm »
As a composer myself, I think you have two options.
Either your games (in general) really have to inspire someone to offer their services to YOU directly (and not to an individual project), or you need to look for a composer for each project as and when they come up.

In my case, I was so impressed by a certain project (an animated sci-fi web series) that I told the guy I would do all the music and sound mixing he would ever need from now on, for free. You've really got to inspire someone for that though. You may be better off advertising the job for each new game you make. :)

2
Game Art / Re: Is this music passable?
« on: August 08, 2013, 05:05:05 pm »
Before I review your tracks you might be interested in reading my tutorials on creating music digitally:
Composition
http://save-point.org/thread-4753.html
Production (mixing etc)
http://save-point.org/thread-3493.html

Just so you know, I've been making music for over 10 years now so I won't judge you as I would an experienced composer, I'll give you the same feedback I'd give someone I had taken under my wing to teach (done that a few times already).

Underground Forest is good. Better than most "beginner" tracks I've heard lately.
Night Planes needs some tweaking, the rhythm doesn't do it any favours and it could use something else to give it more structure.
Twinkle Bell has quite a few clashing notes and is a little weird.
Soft Cloud works if you want something eerie that distresses the player. Otherwise you'd need to review the notes you used. To me, "soft cloud" should be happy and warm. This is cold and in a minor key (most of the time).
The Unknown is a step forward in the right direction and closer in quality to Underground Forest, but it still needs development.

Conclusion: What you need to work on is actually fully outlined in my tutorials. You need to understand the role each instrument plays in a song and that some notes fit while others do not. Use a scale or a "key" that's mapped out for you at first so you don't make mistakes.

3
Game Art / Re: Graphics Tablets
« on: July 27, 2013, 12:47:36 pm »
I went on a quest to find a graphics tablet about 6 months ago (and ended up not buying one for different reasons). Everyone suggested I get a Wacom, apparently they're really good for beginners.

4
Game Art / Re: Music Set-Up
« on: July 24, 2013, 02:20:14 pm »
The problem with using FL's demo is that you can't save your ideas, right?
That means you can't come back to something the day after with a fresh mindset and develop your ideas over time which is crucial in getting better as a composer and simply getting better results.

Nothing against FLStudio, I just don't know if it's a good idea to use the demo to learn how this all works. At least you can save your work and re-open it with REAPER's demo, you never loose anything.

5
Game Art / Re: Music Set-Up
« on: July 22, 2013, 05:25:21 am »
There should be something somewhere that allows you to change that. I'm no expert in that software though, I use REAPER.

6
Game Art / Re: Music Set-Up
« on: July 21, 2013, 06:44:08 pm »
I'm afraid finding "that sound" will only come with experience. First you need to learn how to write the music, the more intricate parts come later.
Finding "that sound" is impossible if you don't yet know your tools well enough to make it.

7
Game Art / Re: Music Set-Up
« on: July 21, 2013, 10:09:18 am »
Good man. :)
So do you have any budget at all for this?
Here's a list of free stuff:
https://dl.dropboxusercontent.com/u/28025798/Free%20Gear%20From%20Ylmir.txt

8
Game Art / Re: Music Set-Up
« on: July 20, 2013, 01:34:55 pm »
Do you not have even $60 to spend on it? For that much you could get REAPER and then you could find a ton of free instruments online.
I have a pretty detailed list and NewGrounds has a good one too.

Buy your DAW (the host software you use to make the music in) because the free ones aren't worth s***. You'll grow to hate making music if you don't get good software.

If worst comes to worst, you can get the free MuLab. It's quite limited but it has instruments and introduces the basic concepts of creating music in a digital environment.

9
Game Art / Re: How do I make music?
« on: July 18, 2013, 05:58:50 pm »
For 8 bit music just use Musagi!
Open the example tracks to learn how it works and then make your own.

10
Game Art / Re: What is your favorite musical effect?
« on: July 15, 2013, 03:34:15 pm »
I quite like pushing things through either a bit crusher or some light distortion.
If you play with the bit crusher as the sound plays you get some interesting evolving effects (say, the tail fades out into white noise or something) and distortion gives everything a nice rough texture.

11
Look at the dates of those threads - they're actually from before the forum changes happened (2011!). This forum's structure has changed since and those threads were in different sections originally, one to give people free stuff (called "resources" which is still on forge and is still being used) and another was to show off my stuff (in the creativity section). I made a new one because the old one disappeared during the changes but it seems to have reappeared since. O.o
Oh well.

Andrea, I like your stuff. I also like that you've added some images and things, it makes the thread look nice. :) (listening to Champions of the Heroic Age right now)

12
Yeah, he may have, which is why I asked and left a link. :)
(I most certainly do not have 3 threads, did you say that just to make fun of me or make me seem silly?)

13
You need 2 threads to show off your music and ask people to hire you?
http://community.stencyl.com/index.php/topic,21847.0.html

14
Game Art / Re: Anyone know somewhere that has free sound files?
« on: July 05, 2013, 11:06:04 am »
http://www.freesound.org/
That's a good one. Remember to credit the people whose work you use and to double check all the licenses of the sounds you use to make sure they work with the project you're working on. :)

15
Game Art / Re: So...about the graphics of my newest game.
« on: June 15, 2013, 08:22:42 am »
It's pretty hard to understand what's going on, you need to improve on that by making the foreground stand out from the background more. Use subtle colours for the back, bright bold ones for the front and it will be fine.

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