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Messages - D-Pad

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Audio / Re: What music format do you use in your projects?
« on: September 12, 2011, 01:21:03 am »
Thanks for the responses so far!

Audio / What music format do you use in your projects?
« on: September 11, 2011, 08:37:30 am »
Please forgive my excessive amount of started topics. XD As I've been working on music packs I started wondering (again) what formats I should export the songs as. Not only that, but I realize that some programs can read tags programmed into the files (I.E., loops). Last time I went ahead and exported the songs as both MP3 and OGG. This time, however, I decided I'd ask you for your thoughts on the matter.

1. What music format do you use in your projects?

2. Can your program read tags built into the file? If so, which? (Or link to documentation?)

I'd like to provide music that can be used by as many people as possible. I hope many see this and respond to this little survey.

Thanks for your time.

Entertainment / Re: I did it once and I'll never do it again!
« on: September 11, 2011, 06:01:12 am »
Nuzlocke run in Pokemon Silver. For those who don't know, the nuzlocke run is a self imposed set of rules you follow in a Pokemon playthrough. It was made to provide a greater challenge or something. But I think it was thought up to break hearts. Because that's what it did for me. The basic rules are:

- You can only catch the first Pokemon you encounter in each area. If you miss it, oh well. You have to move on without a new Pokemon.

- Any Pokemon that faints is considered dead. And you're not allowed to carry dead Pokemon with you (diseases, you know?) so you have to release it.

- If you black out (or white out), Game Over.

First off, training was a *****. I learned real fast that training was more dangerous than just battling trainers. Then there came a point where I was scraping by with one Pokemon. And then Totodile fainted. :( In other words he died. I almost couldn't go on, though I had a ratatta left in my roster, I lost my best pal. Eventually I blacked out and restarted the game to play the good ol' normal way.

Audio / [Midi] The Legend of Zelda: Link's Awakening Orchestrated Pack [WIP]
« on: September 08, 2011, 10:13:43 pm »
The Legend of Zelda: Link's Awakening midi pack (Work in Progress)

Started this project a while ago. Figured I might as well finish it up and submit it to the site's resources.

Feel free to use for whatever (credit would be nice):

(Right-click, save as)
Intro Pt. 1
Intro Pt. 2
Title Theme
Link Awakes in Marin's House
Mabe Village
Search for the Sword
Wise Owl

Coding / Re: Rpg maker xp gltich
« on: September 07, 2011, 10:55:32 pm »
Without seeing the code, at first glance, it looks to me like the event that creates or handles the sword slash is creating and/or re-positioning EV004. It's using EV004 to check for collisions at the position, maybe? Or perhaps EV004 was to be some sort of effect event for the sword? Whatever the case, the problem can be solved simply by removing the sprite from the object and letting the player move through it, essentially making it invisible.

Oh I see what you're saying, rethinking...

Edit - Are you using scripts or events for the attack?

Coding / Re: [Request] Zelda GB Gibdo example
« on: September 07, 2011, 09:00:28 am »
Old topic, I know but this seems pretty simple in my head, and I may make an example for practice...

  • On collision with (or when the object comes within a certain distance) Link object (oPlayer), stop oPlayer from moving.
  • When the player mashes a key, subtract a bit off of the release timer. This way, when the player mashes keys like crazy, the timer will deplete faster.
  • Then, when the release timer is finished, stop the sap health timer, and release oPlayer.
  • Start two timers, one to sap health (like a quarter heart every 60 steps or so) and the other to release oPlayer.

You may want to disable the gibdo object from performing the event right away again, or make oPlayer invincible for a little while.

Audio / Re: [Request] Firework Explosion sound effect
« on: September 05, 2011, 09:36:19 pm »
Here you go, ripped from that Youtube video:

Audio / [Midi] The Legend of Zelda: Spirit Tracks Midi Pack [WIP]
« on: September 05, 2011, 04:16:23 pm »
Decided to go ahead and turn this into a midi pack. When I've finished enough I'll attempt to upload them to the audio resource section of the site.

Feel free to use for whatever (credit would be nice):

(Right-click, save as)
File Select - NEW 9/10

Hyrule Castle
Boss Battle: Stagnox
Song of Forest's Restoration
Song of Snow's Restoration
Realm Overworld

Quote from: Original post

I got bored last night waiting for the Dragon Quest X press conference an started sequencing this. Took about 4 hours of on and off work. Tried to keep it as simple as possible. Aside from a couple of volume issues I'm quite happy with how it turned out, so I decided to come back and show you guys. Because I missed you guys. :(

Audio / Re: Battle! Team Rocket GBA Arrangement
« on: May 09, 2009, 12:07:45 am »
Nope, made the font from existing soundfonts, combining sounds, converting the stereo wave into a mono 8-bit wave -- I was trying to make a small soundfont I could use with Game Maker. It turned out to sound like something from the GBA. lol

The snare drum is indeed from Pokemon. I visited one of the Sevii Islands and a drum solo played, and I snagged it. I wasn't planning on it, but I can get together a quick soundfont that can replicate that of the real Pokemon RSEFRLG soundfont... Give me a minute or two and I'll see what I can do. : P

Audio / Re: Battle! Team Rocket GBA Arrangement
« on: May 08, 2009, 09:40:21 pm »
Version 2 - Fixed up the samples a bit, changed a couple of notes, better drums. Please listen! I decided to do some more, now that the remakes have been officially confirmed. XD

Battle! Team Rocket - Advance Arrangement:

Audio / Re: Battle! Team Rocket GBA Arrangement
« on: May 06, 2009, 05:34:41 pm »
Thanks for the comments. : )

Haha when I went to download it the captcha image said "GZFC", coincidence?

I like it, it sounds much more GBAish. the addition of drums helps drive it along rather nicely as well :)
The strings are a bit too clean though IMO, I always remembered the string samples from most games were a bit noisier or something.

Yeah, I made the soundfont using samples from other soundfonts and compressing them into a super small font trying to replicate GBA sounds. Obviously, too much time went working on the strings. lol Guess it's time to crank 'em down a notch. Also, no matter how hard I try, I can't seem to replicate that awesome snare from Pokemon FireRed and LeafGreen, which has the most satisfying popclang-like sound sound I have ever heard.

Audio / Battle! Team Rocket GBA Arrangement
« on: May 06, 2009, 03:32:46 am »
For this next piece, I blame Platinum and the Gold and Silver remake rumors. Yeah I'm back into Pokemon, and while browsing youtube for some of my favorite music from Gold and Silver, I decided to try my hand at recomposing them for the Gameboy Advance. The tinny-saw wave (and rocking) music from FireRed and LeafGreen is what I was going for here. Also below is an edited midi version but it sounds totally different without soundfonts... :\

Battle! Team Rocket - MP3

Version 2

Battle! Team Rocket - Midi

Reference: http://www.youtube.com/watch?v=GhQs-I2p9P0

Other great Gold and Silver songs:
http://www.youtube.com/watch?v=PaNP4mWg7Vo&feature=related (<- YES )

Coding / Re: [Game Maker] Zelda Heart Engine
« on: April 05, 2009, 04:53:54 pm »
Amazing! Works perfectly from what I've tried.

The programming looks pretty advanced (to me, anyway :#p ) I can understand most of it, but the whole storing globals in data-structures is new to me.

Updates / Re: ZFGC Weekly
« on: April 05, 2009, 04:24:06 pm »
As an DS Phat owner who skipped over the DS Lite for being nothing more than an aesthetic update, the DSi looks extremely appealing. It has most of the features I missed out on by not upgrading to Lite -- the slimmer design, better backlighting -- while offering me a ton of new features like DSi Ware, cameras, SD card support etc.

Entertainment / Re: Star Fox...ish MMO clones.
« on: April 03, 2009, 02:00:57 am »

To barrel roll, shake the wii mote back and forth, then throw it into the air with a spin!

Sweet! Already have it mastered. XD Bring it on, Star wolf.

Submission Archive / Re: TOMC #1 09 Poll
« on: March 31, 2009, 04:17:49 pm »
Ah! Looks like it's over. Congratulations, sjegtp!  XD

[. . . ]
I would've added one more compass with a 1/4 note or a 1/2 note of a full chord of strings in mezzo-forte with the volume falling down gradually.

My ignorance of musical terms is going to show here, but you're saying don't end the notes all at once and let them quickly fade into silence at random (but still together) times? Like this?

Graphics / Re: Clockin'
« on: March 30, 2009, 08:18:21 pm »
Loved the Geico commercial, but I think I like this even more. XD

Discussion / YoYo Games: "Creating Sprites for Us"
« on: March 30, 2009, 04:30:09 pm »

Game Maker creator Mark Overmars is looking for graphic artists to create sets for the next Game Maker. Details at the Yoyo Games Glog, but there is money involved so participants will need to sign a legal contract with the company.

With this comes a few new details about Game Maker 8.0, as it's being called:
In the next version 8.0 of Game Maker an important new feature is the full support for PNG images with alpha (transparency) information. This will involve an improved image editor, sprite editor, room editor and new options in the background and sprite property forms (for example related to collision checking). This will make it possible to create much better looking games.

If you have the skills and want to make a couple of bucks, Click Here, and read the instructions (all of them).

MC Link's Awakening / Re: Community Project's Game
« on: March 27, 2009, 02:09:42 am »
Animated objects (which include doors, bushes, etc) are usually loaded into Game Maker seperately from the background images as sprites.

Once loaded into Game Maker, background images can also be used as "tiles" by checking an option on the background's option panel. This allows the background to be used as a tileset in the room editor. It is not neccessary to draw grid lines on the tile image or space out the individual tiles as long as the tiles are an equal length apart on the image. Backgrounds can only have one frame, so no animations.

Submission Archive / Re: TOMC #1 09 Poll
« on: March 24, 2009, 05:39:59 pm »
Voting started? That was pretty quiet. No fanfare or anything like that? XD

I really hope The Dragonfly's Trip isn't mis-judged because of it's midi quality because it's a very interesting take on the Rush theme. The concept works because of things like the "flittering" percussion instrument(s) in the background and the lightness of the overall composition.

The deep drum in Mist adds to the atmosphere and, along with the harp, adds sort of an oriental feel. It sounds a little like something I cound hear from Okami, and that's certainly not a bad thing.

All in all, while I think the quantity of submissions is pretty weak, the quality more or less makes up for it (... right?). This was my first competition, and regardless of the outcome, I look forward to entering another. ;  D Maybe next time we'll get a few more entries.

@D-Pad: I linked your song very much, it's touching :3 Though it was a bit dissonant at parts and IMO the ending was a bit sudden.

Thanks! XD Yeah, I tend to end most of my music with cliff-hangers -- I like them, but perhaps this wasnt the time to use one? I dunno. It fit the scene I had going in my head so I went for it.

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