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I want to start learning 6502 assembly in the near future, which will be quite a enormous task that consumes a lot of time. Well, I may not have "teh 5k1llz" by now to actually code a game, so why not start to compose the soundtracks?
I would like to code a SHMUP game in the feature, as I'm a big fan of this genre.
Story: Some "human-not-serious-behaving-18-years-old-nearly-chibi-art-looking-out-of-service-commander" girl named "Siria" takes on to save the universe from the EVIL forces of doom, rescueing planets and their habitants as well as destroying these forces... well, SHMUP no need story, story bad!
Anyway, I came up with this (started today ), download it from the attachments. A FTM will be uploaded if requested.
Track 1: "Subterria"
When I started composing, I thought: "It needs an underwater stage theme". So yeah, here we go.
For the first channel I used a "pluck lead", with low attack and low to no sustain and a small release. Also some screwing with the duty cycles. It's the main channel, that is supposed to add a "beachy/watery (wet?)" feel to the music. The lead on the 2nd channel was supposed to be used as a gap-filler, however it fits very good. At least for me. Haha!
I decided to use the "SMB3" kick and the "Gradius 2" snare drum. In the mixdown however the snare got sucked up by the other channels (not dominant enough) therefore I layered a white noise over it.
This track is not complete, however I would like to hear your opinions about the mixdown as well as your opinions about the feeling you had while hearing the track (if it fits to an underwater level). I'm gion to post more once I get some tracks down. In the meantime, I'm waiting for some constructive comments.
I just finished the track "Subterria". For now this is the complete raw form of the song. I may play around with the volume values on the square leads a bit but I'm satisfied with it.
When you making the music for actual game, you must take in account many limitations: how much memory you have for music data, posibility to use certain features, speed of replayer code (for game you'll need fastest replayer, thus simplest), how you will share channels with sound effects (listen in-game music from Robocop 3 to see extreme example). So, you started with actual NSF versions too early, at this point you'd better to make overall composition in form of note sheet, and when you will know limitations, you could make actual programming of these compositions.
About music, it's OK, though I'd say it's too repeative for in-game music. Listen to, say, Contra - less than minute of music per level, but sounds much less repeative.
I see what you mean. Therefore I made up this plan:
Channel one (square) will also be used as the SFX channel, so I compose these notes in, which change very quick (for example the "echo-bubble sound" instead of the pad on the second channel). I could aswell do the pad by adding a note on every new frame and just play with the volume (what I already do there), and if needed I can change it.
About composing: As I said I had a quick thought about this track and started composing without doing some sheets. I usually do it this way: If I have an idea, I immediately start working on it and let myself surprise at the ending, so to say. Maybe a bad habit I need to change. :D
About samples: If space is not available when I'm coding the game, I wouldn't hesitate to use synth kicks and simple noise instruments (inspired by Masahuru Iwata)
EDIT: I forgot to mention, that the tracks are supossed to be some kind of "experiments". I'm still lacking some tracker skills and I thought doing some music may improve them.