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FamiTracker > General > Show Off Your Work > Sailor Raika: Anokoku No Yume. Prototype Owner: Makaijima New post
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Sailor Raika: Anokoku No Yume. Prototype Posted: 2013-04-13 14:19  (Last Edited: 2013-04-13 14:30) Reply | Quote
Makaijima

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Member for: 3358 days
Location: New York
Status: Offline

#46490
Sailor Raika: Ankoku No Yume (Eng: Dream of Darkness) Is the first installation and game in the upcoming Sailor Raika series. This is a Konami-esque game that is totally inspired by two games; Castlevania I and The Goonies II. I am inspired by such artists/composers from Konami; such as Kinuyo Yamashita, Shinya Sakamoto and Satoe Terashima (Known for their works on Castlevania, Rush N' Attack, Goonies II)

Please note; this is the prototype NSF of the game in progress. Download is here: [url=http://www.mediafire.com/?lcm9am4bm5azvgv] NSF File

Preview screen: [url=http://www.mediafire.com/view/?4ndrbmk88m58ruy] Screen Shot

Track Listing:
BGM 1: Abandoned Area
BGM 2: Parallel Area (WIP)
BGM 3: Danger Area
BGM 4: Forbidden Area
BGM 5: Boss Fight!
BGM 6: Stage Clear ~I Won--!~
BGM 7: Game Over
BGM 8: Hidden Room
BGM 9: Invincibility Item
BGM 10: Death/Miss
BGM 11: Pause
BGM 12: Logo/Startup (Makaijima Presents)
BGM 13: Game Start!
BGM 14: UNUSED DATA ?
BGM 15: UNUSED DATA ?
BGM 16: UNUSED DATA ?
BGM 17: Cavern Area (Will be used?)
BGM 18: Hidden Room II
SFX 19: Raika Punch/Kick/Jumpkick
SFX 20: Collision (Attack)
SFX 21: Life WARNING
SFX 22: Item Pickup
SFX 23: Major Item Pickup
SFX 24: Raika Spinkick/Senpuukyaku
SFX 25: Enemy Death
SFX 26: Explosion I
SFX 27: Timer WARNING
SFX 28: Title Clash
SFX 29: Life Up
SFX 30: Explosion II
SFX 31: Raika Damage

Forgive me for the long track listing, I wanted to describe the definitions of the sounds and music tracks. Although, how would I find the offsets of these songs if I were to program them into my game? It is a quick question I wanted to ask. Also, thanks to those for listening as well. I appreciate your critism as well, if I need to improve. :D

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Posted: 2013-04-13 15:20 Reply | Quote
Mr_Master



Member for: 3521 days
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#46492
Overall they are good, and they have a nice concept defined, which goes to a... sort of Castlevania game, right? The only weird track is BGM 3. It's hard to catch with the beat it has, since the notes are more or less playing at random intervals(or something similar I don't know how to describe). But well, there might be other things you can clean up, because, as this is going now, it has a good NES feeling to it. Try to polish the songs a bit more and you'll get a fair good soundtrack for your game.

Posted: 2013-04-16 19:23 Reply | Quote
Makaijima

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Member for: 3358 days
Location: New York
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#46627
Thanks a lot for the critique, Mr_Master. I am planning to polish these tunes on my spare time (I have a very hectic schedule ): ) BGM 3 (Danger Zone) has a strange swing-like mood to it, I was humming the tune to myself at work one day and decided to make it a level song -Laugh-. I was thinking of the Cavern theme from the Goonies II and I was inspired by it to make that tune. Right now I am busy drawing graphics and planning them on art books, so it is very difficult to make my game at my pace. I am only one man. I thank you very much for listening.

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Posted: 2013-04-16 20:25  (Last Edited: 2013-04-16 20:27) Reply | Quote
Mr_Master



Member for: 3521 days
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#46630
ONLY ONE MAN!? Dude, keep it up. I hope you succeed with your game and everything else you do. Taking inspiration from something is pretty good too, as long as you can create a new thing from it.

The sound effects seem to be good too. Try to work something better on BGM 3 so it sounds more pleasant. I would recommend working on the beat more than other things.

Posted: 2013-04-16 23:44 Reply | Quote
cak

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Member for: 4314 days
Location: oregon
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#46644
Tsu Ryu! 2a03.org forum represent!

Screenshot looks promising. On the first track of the nsf, I can tell right away this was inspired by CV1. I look forward to listening to the rest. (P.S. bgm3 is definitely in swing tempo, the rhythm is just longer than the ear is used to...sounds unique/cool.)

Posted: 2013-04-18 06:06  (Last Edited: 2013-04-18 06:10) Reply | Quote
Makaijima

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Member for: 3358 days
Location: New York
Status: Offline

#46688
To Cak> Thanks Cak, it's nice to see you again and long time no see since 2a03. I've been stopping by that place once in a blue moon, sure did miss the good times there with RushJet1, Sliver, Kreese and co. I am trying my best getting the game to fly, so far only character movement (left and right but no jumping or attacking implemented, yet.) I am still a baby to 6502 language..

To Mr_Master> Unfortunately, it is only me working on graphics, music and programming. I have been drawing and sketching items, characters, enemies and maps in a textbook (Yes, a textbook, which is almost thirty pages worth of my ideas in it.) So I'm working on it on my free time after work and trying to take it slow. I will try to fix BGM 3 though. I thought it sounds unique with the 'swing' type of beat to it but I feel you on the channel 1 square at the beginning. I went a bit loco with that, but I was inspired by the Cavern theme from the Goonies II in the middle of the song.

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