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1  Development / Audio / Re: a quicker track, maybe for combat... on: March 01, 2011, 08:01:10 PM
Too chaotic / anarchic.  I know this is a post apocalyptic game in an anarchical policital climate, but the music needs to portray desparation, harshness - the mood of the people - not be pure chaos itself.
well,  we kindof agreed with the guys on irc that this could be used for a specific location,  like a punk bar prolly.  Otherwise yep,  its to much for an ambientish combat track,  and its kinda too excentric,  too unpopular.
2  Development / Audio / Re: new draft track, polling if it gets more agreement for combat on: March 01, 2011, 07:44:00 PM
This is vastly better than the other punk rock track.  I'm not a fan of the beat going off, as it does periodically, as I equate combat with a fast (loud, steady) heart beat caused by adrenaline.   Whilst you get crescendos of intensity in an adrenaline fueled situation, it never just 'stops' briefly then restarts.  The beat should not be stop-start like that.  IMHO.

Were talking about a turn based combat,  ambientish track.  A little twist is not for your heartbeat,  but your legs movement and punches,  which arent constant.  Well,  i understand what u say,  but a little alternativity isnt abad thing,  not always the boring schemas.  But anyway im done with this one already,  so feel free to use it if its fitting.
3  Development / Audio / Re: new draft track, polling if it gets more agreement for combat on: February 17, 2011, 09:33:29 PM
Here goes the final "master" then: http://www.box.net/shared/25xfurgyf6
soon a flac too...

cc-by-sa-3

ogg:

http://www.box.net/shared/v8c9b7cu0n

flac:
http://www.box.net/shared/ua91cqmvtz
4  Development / Audio / Re: new draft track, polling if it gets more agreement for combat on: February 17, 2011, 11:26:07 AM
This one I love a lot! Strong punch in the very first phrase will make player aware of the situation, and whole rest is really tasty. I like also the downtempo (or rhythm change only?) moments.  Mighty, mighty good work, And if this is still a draft, I'm impatiently looking for "mastered" version.

Glad to hear that. I'll try to finish it soon.

I wonder how long combats will be, but probably it doesnt worth to extend it too much longer. Rather we should have a few another shorter combat tracks and randomly choose one for a new combat?
5  Development / Audio / Re: new draft track, polling if it gets more agreement for combat on: February 17, 2011, 12:15:16 AM
ok, in a couple of rounds on the irc, ive updated the track another 2 times, so now its not so much drafty now. have your say, pls. thx! Smiley
6  Development / Audio / [OGA-Archived] new draft track, polling if it gets more agreement for combat on: February 16, 2011, 10:48:02 PM
Todays new draft longing for criticism:

http://www.box.net/shared/buf8qvh1j5

Is it possible that this one is close to PARPG combat music intentions?

I'm trying to come up with some draft that at least in its draftiness gets closer to a "PARPGish" combat music style. Balancing between ambient and the yet not so ambient....
So have you say, dont hesitate. Tell me its crap or its any good. Smiley
7  Development / Audio / Re: a quicker track, maybe for combat... on: February 15, 2011, 10:25:43 PM
I'm with qubodup & aspidites on that one: this is an action-packed theme that doesn't suit an RPG (even a post-apoc one) well IMHO.

My personal favourite when it comes to combat music in RPGs: http://www.youtube.com/watch?v=cmJvyrI6iho

well, yep, thats the original vein, so certainly you cant miss with that i'd say. unfortunately this time i was specifically wanting to use guitars and drumz. Smiley
8  Development / Audio / Re: a quicker track, maybe for combat... on: February 15, 2011, 10:17:44 PM
well, ok, discussing on irc, probably it could be added as a site specific track, like a post-punk bar music, while player walks in that place, if therell be any such.

updated with todays progress: http://www.box.net/shared/47x0trn5r7 enjoy Cheesy
9  Development / Audio / Re: a quicker track, maybe for combat... on: February 15, 2011, 09:32:32 AM
Timong, when I heard the first, shorter version, I told you, that this are two tracks to me. Now you have added third to it. And I liked it a lot and I thought you will go more towards structuring it (composition-wise), and you did exact opposite thing - make things even more loose...

well, what makes it three tracks? I agree that a more solid transition is needed to justify the rhythm change in the first to second part. But the high pitched guitar coming in later does not change the rhythm or tempo, it's just adds to it.

Regards becoming more lose, I can agree, but this is still very much draftish, spent about 2 hours on it which is quite little time...so it needs about 4-5 hours more to reach a usable state...
I was just trying to show what instruments and how I will use in this track and ask if it fits or not into parpg. If all of you dispise the high pitched guitar's style (its quite freaky) I can smooth it...if most of you like its ugliness (after all its tensing, tensing for combat, at least trying), i will leave it as it is and add some more parts.

If most of you hate it, or think it doesnt fit, it's okay, i will add some more freaking lame ibanez mindslashing to it and shut it in a corner Wink
10  Development / Audio / Re: a quicker track, maybe for combat... on: February 15, 2011, 07:54:32 AM
U shouldn't hate an ibanez, q, but yes, hate the melody lol.
Right, I wonder how much can such a distinct percussion can fit into parpg combat, but maybe its not too much? Do we have a combat track already that everybody agrees? I think being rockish might be out of boundaries...

Well more opinions pls..Smiley
11  Development / Audio / a quicker track, maybe for combat... on: February 15, 2011, 12:38:48 AM
well, we have some rounds on irc about this track, so here it goes. Have a listen, give your opinion, kthx Cheesy

http://www.box.net/shared/47x0trn5r7

i know its low standard, tempo and all, like punk music...no idea if youll like it...some on irc liked it, thats positive, still no idea if it wont make ppl mad... Wink

but if you like to a certain degree i will try to make it better, with some more digestable melodies and harmonies too as now its quite displeasent intentionally
12  Development / Audio / Re: Fresh idea, feedback needed on: August 10, 2010, 08:11:18 AM
I think it's a pretty cool idea what we have here. The tracks of the game are already quite ambientish so far, so I bet this couldn't go too wrong given the right 'tracks' mixed in good rhythm and probably as you mentioned on IRC with some post process in game reverb or precalculated reverbs on the tracks for lesser CPU burden. I can't promise i'll jump on this wagon soon coz' my timeline is too much restrained, but if things are shaping up I'll try to provide some simpler tracks for this system.
13  General Category / Introduce yourself / Re: [APP] Jens Kiilstofte - Music Producer on: February 03, 2010, 03:59:15 PM
Currently probably some music related to more intense/aggressive situations, like combat are underrepresented in the resources. Smiley I think a combat track of some kind would be a nice starting point on the long run, even if not for the first techdemo.
14  Development / Audio / Re: Audio tracks for Techdemo I on: February 02, 2010, 04:02:19 PM
Is the engine changing tracks automatically right now? That would do for the first.
15  Development / Audio / Re: Audio tracks for Techdemo I on: February 02, 2010, 12:09:56 PM
There are tracks already in the repository IIRC. I made 2 tracks and created OGG versions of it which were added to the SVN.

Okay, here they are: http://parpg-trac.cvsdude.com/parpg/browser/trunk/game/music

The question is rather how these will be used.
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