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Music

#46 User is offline muteKi 

Posted 10 December 2008 - 01:03 AM

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http://www.resnet.wm...music/boss4.adx
http://www.resnet.wm.../music/Boss4.xm

Have some boss music ideas. In the part in the middle where it goes c-d#-d-c# I think that it should develop the extra parts based on how many hits the boss takes. That is, if you look at the patterns 2-5 in the XM file, if you have 1 or no hits only pattern 2 plays each time; if you have 2 or 3 hits then pattern 3 plays; if you have 4 or 5 hits then pattern 4 plays; if you have 6 or 7 hits then only pattern 5 plays. Obviously if you have 8 hits then the boss is dead and the music doesn't keep playing.

The other parts would probably stay the same just for the sake of it sounding decent.
This post has been edited by muteKi: 10 December 2008 - 01:04 AM

#47 User is offline Shadix 

Posted 10 December 2008 - 01:48 AM

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Don't know if this has been suggested, but you guys should either have one or two guys composing most of the tracks or require everyone to use the same effects and sounds in order to achieve stylistical and soundscape coherency.

I might contribute something after Christmas Chaos is out of the way:
---
samples:
http://www.tindeck.c...-jinglemix4.mp3
Titlescreen esque fanfare

http://www.tindeck.com/audio/fileshack/b/b...ludedshore2.mp3
Tropical Level. I managed to get quite a Hataya-esque style on this one, which was my goal haha.

http://www.tindeck.com/audio/fileshack/l/l...titlescreen.mp3
Something I created for a minigame type game I was working on.

http://www.tindeck.c...jmpm-jazzy3.mp3
Menu Music

http://www.tindeck.com/audio/fileshack/k/k...berforest_3.mp3
Music for a level concept I have that isn't being used, a Petrified Forest level.

http://www.tindeck.com/audio/fileshack/o/o...ecandidate1.mp3
the framework for a cave track I never finished due to me never being satisfied with the soundscape I was creating for cave music.

http://www.tindeck.c...v-hardcore3.mp3
A metallic-type space level?

#48 User is offline muteKi 

Posted 10 December 2008 - 01:50 AM

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View PostShadix, on Dec 10 2008, 01:48 AM, said:

Don't know if this has been suggested, but you guys should either have one or two guys composing most of the tracks or require everyone to use the same effects and sounds in order to achieve stylistical and soundscape coherency.


Well, I think we ought to have several composers, but it may be best if we only have a couple of people making the very final mixes, like people doing composing and then one or two others doing most of the arranging/mixing.

#49 User is offline Shadix 

Posted 10 December 2008 - 06:47 AM

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View PostmuteKi, on Dec 10 2008, 12:50 AM, said:

View PostShadix, on Dec 10 2008, 01:48 AM, said:

Don't know if this has been suggested, but you guys should either have one or two guys composing most of the tracks or require everyone to use the same effects and sounds in order to achieve stylistical and soundscape coherency.


Well, I think we ought to have several composers, but it may be best if we only have a couple of people making the very final mixes, like people doing composing and then one or two others doing most of the arranging/mixing.


You understimate an individuals ability to throw together a soundtrack (/me points to Hunter Bridges' Nexus Soundtrack, or any professional soundtrack)

#50 User is offline Black Squirrel 

Posted 10 December 2008 - 07:49 AM

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On a slightly unrelated note...

Are we bringing Michael Jackson samples into this like in Sonic 3? Just because they could probably be ripped at a higher quality now.

#51 User is offline Phoenix 

Posted 10 December 2008 - 10:10 PM

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View PostBlack Squirrel, on Dec 10 2008, 06:49 AM, said:

On a slightly unrelated note...

Are we bringing Michael Jackson samples into this like in Sonic 3? Just because they could probably be ripped at a higher quality now.



Only if they're Icecap, Launch Base, Carnival Night, or S3 Credits remixes, and really good ones at that. Other than that, no.

#52 User is offline McGuirk 

Posted 11 December 2008 - 04:30 AM

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Will there be separate tracks for each act (S3K, S3DBlast) or the same music for each act (S1, S2)?

#53 User is offline Rokkan 

Posted 11 December 2008 - 08:57 AM

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Comments in red
Because red is rad


View PostShadix, on Dec 10 2008, 03:48 AM, said:

Don't know if this has been suggested, but you guys should either have one or two guys composing most of the tracks or require everyone to use the same effects and sounds in order to achieve stylistical and soundscape coherency.

I might contribute something after Christmas Chaos is out of the way:
---
samples:
http://www.tindeck.c...-jinglemix4.mp3
Titlescreen esque fanfare
I really can't see that in a Sonic game
Really

http://www.tindeck.com/audio/fileshack/b/b...ludedshore2.mp3
Tropical Level. I managed to get quite a Hataya-esque style on this one, which was my goal haha.
Best of the tracks you shown in this post. Although I think that main instrument kills a bit the music. Switch to a trombone or a trumpet. Also I think it needs more instruments playing behind the main melody and have a bit more of a upbeat feel that Sonic music has
http://www.tindeck.com/audio/fileshack/l/l...titlescreen.mp3
Something I created for a minigame type game I was working on.
I really liked the back drums, we could use it in another song... The main melody however...
http://www.tindeck.c...jmpm-jazzy3.mp3
Menu Music
I liked this one! If it gets a little more speeded-up and more Sonic-ish it would make an awesome menu song
http://www.tindeck.com/audio/fileshack/k/k...berforest_3.mp3
Music for a level concept I have that isn't being used, a Petrified Forest level.
I feel that I'm repeating the same comments again and again, but although the main melody is great, however this song feels totally not Sonic
http://www.tindeck.com/audio/fileshack/o/o...ecandidate1.mp3
the framework for a cave track I never finished due to me never being satisfied with the soundscape I was creating for cave music.
Too calm, again, not upbeat and not Sonic-ish to me
http://www.tindeck.c...v-hardcore3.mp3
A metallic-type space level?
This one lacks a distintive main melody, and yeah, again, I can't imagine it in a Sonic game that's not a RPG or something more slow-paced


As I commented, your songs are good, but almost every single one of them do not feel nothing like a Sonic song, they're too calm and slow-paced. Sonic songs are more cheerful, upbeat, and they're rich in instrumentality. You almost nailed it on the Tropical one, but it lacks more cheerfulness and back instruments (see Palmtree Panic and Green Hill, for example)
I wish I could give deeper comments, but when I type in english I lose some time trying to translate some words and some of them I can't really type in English, and I don't feel so free and loose typing it, so I can't express myself the way I exactly wanted.
EDIT: See what I mean? I totally forgot to put commas in the text! Fixed it.
This post has been edited by Rave: 11 December 2008 - 09:00 AM

#54 User is offline Phoenix 

Posted 11 December 2008 - 01:24 PM

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Epic font change.

View PostShadix, on Dec 10 2008, 12:48 AM, said:

Don't know if this has been suggested, but you guys should either have one or two guys composing most of the tracks or require everyone to use the same effects and sounds in order to achieve stylistical and soundscape coherency.

I might contribute something after Christmas Chaos is out of the way:
---
samples:
http://www.tindeck.c...-jinglemix4.mp3
Titlescreen esque fanfare
Sounds like it was based on Grand Metropolis, but, like Rave, I don't see this song into a game with the true Sonic feel.

http://www.tindeck.com/audio/fileshack/b/b...ludedshore2.mp3
Tropical Level. I managed to get quite a Hataya-esque style on this one, which was my goal haha.
Great intro, I like the blasting trumpets, followed by the piano part. The composition for the piano needs a little more detail (IDK what the right word is) for the first part. The second little solo is great, I just wish you had played it a lot more. The solo-type part at 29 seconds is okay, I just think you could have chosen a better voice for it. Great percussion, too.

http://www.tindeck.com/audio/fileshack/l/l...titlescreen.mp3
Something I created for a minigame type game I was working on.
Yes. YES! Awesome drumbeat, and nothing but that for the entire intro. Then the highspeed DnB style is pure ownage. However, it isn't very suitable for a level in this. If anything, a pre-boss cutscene. It would definitely be more fitting in an Ecco game. Great song, though, and I must have it. Yay downloads.

http://www.tindeck.c...jmpm-jazzy3.mp3
Menu Music
It definitely sounds like menu music. If you speed it up, in my opinion, it would sound good for a boss battle, at least the first part. The off-key parts (Major-Minor chords?) are a nice element.

http://www.tindeck.com/audio/fileshack/k/k...berforest_3.mp3
Music for a level concept I have that isn't being used, a Petrified Forest level.
Nice. Great beat behind it again. And, yet again, it sounds more like Ecco than Sonic, even more because of the choice of VSTs, although the bassline sounds a little like Rusty Ruin. The intro, strangely enough, sounds like it was based on SR388. Coincidence?

http://www.tindeck.com/audio/fileshack/o/o...ecandidate1.mp3
the framework for a cave track I never finished due to me never being satisfied with the soundscape I was creating for cave music.
Hmm. Intro is almost like the Spyro 2 homeworld BGM. Good song, but it's waay too short. (Then again, you did say that you never finished it.

http://www.tindeck.c...v-hardcore3.mp3
A metallic-type space level?
Quartz Quadrant? That's what I was thinking when I heard the intro. Again, I like the backbeat, and it has a great melody, switching from one instrument to another. And, yet again, it sounds more like an Ecco soundtrack, but some elements make it seem like a band called King Thief. If you know who I'm talking about, you'll know which parts of the song I mean.


All in all, great music, but none are very fitting for a level in a Sonic game. However, as I have said, some sound like another great Genesis game with an awesome soundtrack.

#55 User is offline muteKi 

Posted 11 December 2008 - 02:32 PM

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View PostShadix, on Dec 10 2008, 12:48 AM, said:

http://www.tindeck.com/audio/fileshack/k/k...berforest_3.mp3
Music for a level concept I have that isn't being used, a Petrified Forest level.


Ooh! This is awesome. I think most of this would be great for the ruin/cave level myself; I was working on something that sounds a LOT like this one for that stage, in fact.





This seems to have gone unnoticed so I'll repost it here: http://www.resnet.wm...music/boss4.mp3

#56 User is offline Phoenix 

Posted 11 December 2008 - 03:08 PM

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I think it was unnoticed for so long because the link was broken...
;)

#57 User is offline muteKi 

Posted 11 December 2008 - 03:34 PM

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Why did people decide that it was a good idea to make URLs case sensitive when filenames aren't? (It should be fixed now.)

#58 User is offline Jayextee 

Posted 11 December 2008 - 03:42 PM

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Nice composition there, I like the way the layers are just stacked and stacked until the demonic chorus.

One gripe I have is that you start with this really awesome and sinister dirty synth stab, and the following voices all seem a bit weak and far too clean. Also, the percussion is a little underwhelming -- I feel this is the sort of thing which needs a good strong kick drum and a very militaristic snare with the beat there.

Also, am I alone in really wanting that chorus section to have real pipe organs?

#59 User is offline muteKi 

Posted 11 December 2008 - 03:45 PM

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Well, it was kinda rushed; I used a lot of cheesy synths more than anything else but if I can find better ones I'll go back over that again.

#60 User is offline Overlord 

Posted 11 December 2008 - 04:10 PM

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View PostmuteKi, on Dec 11 2008, 08:34 PM, said:

Why did people decide that it was a good idea to make URLs case sensitive when filenames aren't? (It should be fixed now.)

Filenames are in (most, if not all) non-Windows OSes, which is most likely what your web server is running. =P

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