[community project] RPG

Advice on general approaches or feasibility and discussions about game design

Re: [community project] RPG

Postby Sorunome » Mon Jun 20, 2016 8:55 pm

Quirby64 wrote:
Sorunome wrote:
Quirby64 wrote:Yo ok, I didn't do the Story track because I'm not sure if I'd do it right, but I did do a shorter track, the Boss Prelude :
https://www.dropbox.com/s/5yjlvnfa17oir ... o.txt?dl=0
2 more things :
-The video did help, but how would I do pitch shifts (if possible) to make the square percussion / drums of the Famitracker versions?
You can't pitch-shift, to save ram I removed that code from the library. However, the pitch-shift was literetally only about making every note only one higher/lower, so you might as well do that manually while putting the notes into the tracker.
Same goes for pitch and volume slide, you can just make your notes having a length of 1 and manually slide the pitch/volume with the command things.
-Could you remove the Regular Battle / Dungeon code from the current GitHub thing (if it's there?), I realized I screwed up putting it in the tracker, having everything one octave above does not sound good in Famitracker. I'll try doing that again tomorrow.

You mean in create_data.py? Consider it done!


I tried editing the quote but i'm 2lazy, sorry. Also, thanks for removing that dungeon code, I'll get to work on creating the new data soon.
With the pitch slides, that's was I was actually referring to. Just mixed it up >.> However, I tried several variations of the square percussion using length-1 note shifts, and it sounds close to the original. However, wouldn't this make the songs take up way more data? Think of it this way - I could have note slides available to make square percussion, and only use one note of code (like the 0x0000 stuff). If I had to manually put down 4 length 1 notes to make one percussion sound, that would take up 4 times as much data. The boss battle track, for reference, has 127 square percussion notes. 127 x 4 = 508 = 4 times as much data.
tl:dr add note slides back, they would theoretically save more data
I'd rather have the notes take up more data, all current tracks were quite below the 1024 bytes limit, so I think that that should be fine, as long as you don't use pitch slides all over the place (with that i mean like every note)
EDIT: My point is, a song is always 1024 bytes no matter what, if it is smaller the rest is just 0x0000
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Re: [community project] RPG

Postby Quirby64 » Mon Jun 20, 2016 9:25 pm

Oh, well then. :)
I'll start working on that then.
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Re: [community project] RPG

Postby Quirby64 » Thu Jun 23, 2016 1:28 am

https://www.dropbox.com/s/skgjvsdp9qau0 ... o.txt?dl=0
Not even the thing I'd say I'd convert, but close enough. :)
(AKA The Story Theme)
And a new update to the .ftm :
https://www.dropbox.com/s/vgm2zouhamup0 ... G.ftm?dl=0
Hope it works :lol:
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Re: [community project] RPG

Postby Sorunome » Thu Jun 23, 2016 7:33 am

Quirby64 wrote:https://www.dropbox.com/s/skgjvsdp9qau0kl/Story%20Gamebuino.txt?dl=0
Not even the thing I'd say I'd convert, but close enough. :)
(AKA The Story Theme)
And a new update to the .ftm :
https://www.dropbox.com/s/vgm2zouhamup0 ... G.ftm?dl=0
Hope it works :lol:
Awesome! I'll take a look at it later today! :3

As for cutting up tracks, you can just merge them togeather, however you need to remove the 0x0000, except of the last one.

As for volume slides, you do that with that cmd thing, the command ID for volume is 0, anfd with X you set the volume. In our tracks "normal" volume is 5. You can just leave Y blank.

For picking noise waves instead of square waves you do cmd with id 1 and X 1, square waves have X 0. Be sure to note that wave-forms/volume don't switch back between songs so make sure your song starts with setting to square wave and setting sound level to 5.

More information on that stuff here: http://gamebuino.com/wiki/index.php?title=Sound

I hope I could help :3
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Re: [community project] RPG

Postby Sorunome » Sun Jun 26, 2016 12:21 pm

@superfreaky where do we stand with the story?

@Quirby64 did you manage to adapt your track? The .ftm sounds great btw :)

@everyone enemy behavious ideas?
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Re: [community project] RPG

Postby superfreaky » Sun Jun 26, 2016 10:44 pm

Ugh... non-finished state. Soon guys. Soon.
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Re: [community project] RPG

Postby Quirby64 » Mon Jun 27, 2016 1:22 am

hey thanks! :) Good to know.
Here's the new text file :
https://www.dropbox.com/s/skgjvsdp9qau0 ... o.txt?dl=0
yeah, tbh I wasn't sure how the commands worked so that is good to know.
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Re: [community project] RPG

Postby Sorunome » Mon Jun 27, 2016 8:18 am

Quirby64 wrote:hey thanks! :) Good to know.
Here's the new text file :
https://www.dropbox.com/s/skgjvsdp9qau0 ... o.txt?dl=0
yeah, tbh I wasn't sure how the commands worked so that is good to know.

I'm confused as to how everything is to be put togeather, also it still has like `const unsigned int stry4[] PROGMEM = {0x2074,0x000};` which is exactly what you had before where you said you needed a volume slide?

superfreaky wrote:Ugh... non-finished state. Soon guys. Soon.

It's OK, take your time, and then we can all work on it to make it even better! I am not wanting to say you were bad at making story at all, it's just that outside perspectives often help to improve a story even better :3
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Re: [community project] RPG

Postby Quirby64 » Mon Jun 27, 2016 5:42 pm

Oh, I just left those for reference in case I screwed something up, the first "wall" of text/code that represents each channel in whole is the one after each "Channel X Everything" section.
or I can just paste those here to make it 999% easier :
Code: Select all
Channel 1 Everything :

const unsigned int stry1[] PROGMEM = {0x4040,0x4038,0x4030,0x4038,0x4040,0x4038,0x4030,0x3838,0x8EC,0x42C,0x424,0x810,0x810,0x810,0x810,0x810,0x810,0x810,0x410,0x410,0x808,0x808,0x808,0x808,0x808,0x808,0x808,0x408,0x408,0x800,0x800,0x800,0x800,0x800,0x800,0x800,0x400,0x400,0x808,0x808,0x808,0x808,0x808,0x808,0x808,0x408,0x408,0x800,0x800,0x800,0x800,0x800,0x800,0x800,0x400,0x400,0x800,0x800,0x800,0x800,0x800,0x800,0x800,0x400,0x400,0x808,0x808,0x808,0x808,0x808,0x808,0x808,0x408,0x408,0x800,0x800,0x800,0x800,0x800,0x800,0x800,0x400,0x400,0x808,0x808,0x808,0x808,0x808,0x808,0x808,0x408,0x408,0x3810,0x468,0x468,0x468,0x468,0x368,0x568,0x000}; Channel 2 Everything :

const unsigned int stry2[] PROGMEM = {0x87C,0x878,0x87C,0x1084,0x87C,0x878,0x870,0x878,0x4EC,0x868,0x4EC,0x145C,0x4EC,0x85C,0x868,0x870,0x868,0x870,0x1078,0x870,0x878,0x87C,0x884,0x4EC,0x898,0x4EC,0x148C,0x4EC,0x884,0x87C,0x87C,0x878,0x87C,0x1084,0x898,0x88C,0x898,0x8A0,0x4EC,0x8A8,0x4EC,0x1498,0x4EC,0x898,0x890,0x88C,0x884,0x47C,0x4EC,0x88C,0x884,0x87C,0x878,0x868,0x870,0x4EC,0x884,0x4EC,0x1878,0x8EC,0x870,0x468,0x470,0x878,0x87C,0x884,0x87C,0x878,0x870,0x470,0x8EC,0xC68,0x1868,0x85C,0x868,0x870,0x468,0x470,0x484,0x47C,0x878,0x87C,0x878,0x870,0x868,0x47C,0x8EC,0xC98,0x188C,0x88C,0x898,0x8A0,0x498,0x4A0,0x8AC,0x8B4,0x8AC,0x8A8,0x8A0,0x890,0x49C,0x4EC,0x49C,0x4A0,0x8A8,0x8AC,0x8A8,0x8A0,0x89C,0x8A8,0x38A0,0x40EC,0x000};
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Re: [community project] RPG

Postby superfreaky » Mon Jun 27, 2016 7:41 pm

Sorunome wrote:
superfreaky wrote:Ugh... non-finished state. Soon guys. Soon.

It's OK, take your time, and then we can all work on it to make it even better! I am not wanting to say you were bad at making story at all, it's just that outside perspectives often help to improve a story even better :3


That's why I'm gonna just post the storyline for everyone to see, so anyone who doesn't mind a spoiler can give me suggestions.
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