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#341
Critics' Lounge / Re: Problem's music problems
Mon 17/12/2012 19:26:17
I've been playing around with musagi a bit, it's a lot of fun. The font is a bit too small for my taste, but otherwise it's nice to use. I'll definitely come back to it whenever I want to do some chiptune music.

Here's another old tune. Once an XM in a "Maniac Mansion" fangame, now completely re-recorded:
https://dl.dropbox.com/u/1891681/music/demo/grounded.mp3
https://dl.dropbox.com/u/1891681/music/demo/grounded-loop.mp3 (loopable version)
#342
Critics' Lounge / Re: Problem's music problems
Fri 14/12/2012 09:59:46
Quote from: tamatic on Thu 13/12/2012 13:29:37
I take it you had the same fun with the old trackers in your teens as I did.  :D
Indeed :) It was ProTracker on the good old Amiga (RIP) that brought me into composing. I never heard of Musagi, sounds interesting though. I'll definitely have a look at it.

Quote
I might however open a general WIP thread in the comming weeks and share some of my musical experiments too.
Yes, please do that, I'm curious.

Quote
Oh :D Kinda Chopin, Bach and Yann Tiersen all in one exploration, sweet. :D
This might be the first classical piano piece that I ever finished. It was fun, so I'll probably do more. It's short and not very difficult to play, so I might even expand it. I'm quite happy with the composition, but I think I could have played it better.
#343
Critics' Lounge / Re: Problem's music problems
Thu 13/12/2012 12:43:17
I also use MilkyTracker whenever I want to do do XM music. I rarely do that anymore, but it's still fun. And sometimes it's a good choice for game music, smaller than MP3 yet better sounding than MIDI, and you can easily put more than one music into a single file and control the music through scripting.

The strings are not completely gone in the new version, but they are toned down. The new version has more emphasis on guitars (which are quite dull in the XM). Bringing up the strings would make the sound too thick and muddy. It might work if I changed the sound of the strings and made them higher. Thanks for your opinion!

And now for something completely different. ;)
Here's a short piece of "classical" music. Sometimes all you need is a piano:

https://dl.dropbox.com/u/1891681/music/demo/hesitation.mp3

#344
Critics' Lounge / Re: Problem's music problems
Wed 12/12/2012 19:19:52
Thank you Squinky.  :)
The captain's theme is definitely something for a humorous game, though most of my other music isn't. I can do many different styles, but usually there's a lot of melancholy in my music. I'll upload more tracks soon.

But now, for those who like to compare, here's the original version of the captain tune. It's an oldschool FastTracker Module:
https://dl.dropbox.com/u/1891681/music/demo/captain.xm (not every media player can handle these)
#345
Critics' Lounge / Re: Problem's music problems
Tue 11/12/2012 20:18:38
Hi tamatic, thanks for your comments. :)

You have a point about the ending of the SciFi Demo. It is intended to be loopable, so the ending (when the track fades out) is identical to the beginning. That's also the reason why the music is slowly calming down from around 3:18. I should probably shorten that part.

The "captain" music was made for a game that never was finished, because the team lost interest in the project.
At the moment it has no purpose, I just re-recorded it for the fun of it.

Quote from: tamatic on Tue 11/12/2012 15:51:53
Oh, and would you like to list the programs/your setup you use for these?  :D
For these tunes I used a hardware synth (Yamaha MOX 8), a classical guitar and electronic drums.
I recorded and edited the tracks using free software like Ardour under Linux.
#346
Critics' Lounge / Problem's music problems
Sat 08/12/2012 20:42:57
Hi folks, it's been a while since I posted here.
In this thread I'll share some of my music with you. I'd like to hear your opinions, criticism and suggestions.

So let's start with two completely different tracks:

https://dl.dropbox.com/u/1891681/music/demo/captain.mp3
This is actually an old tune I did for a game that was never finished. I re-recorded it completely and added a new part, and I'm quite happy with the result. This is a "loopable" version, so it doesn't have a real ending.

https://dl.dropbox.com/u/1891681/music/demo/scifi1.mp3
This is a new track, more on the eletronic side and much darker. I did this one as an exercise and it has no special purpose (yet). It was tough to mix, and I'm still not sure if I got it right, so any criticism is welcome.

That's it for now, but I'll post more music during the next weeks.




Links to all the tracks scattered over this thread:

https://dl.dropbox.com/u/1891681/music/demo/captain.mp3
https://dl.dropbox.com/u/1891681/music/demo/scifi1-loop.mp3
https://dl.dropbox.com/u/1891681/music/demo/hesitation.mp3
https://dl.dropbox.com/u/1891681/music/demo/grounded.mp3
https://dl.dropbox.com/u/1891681/music/demo/blacksmith.mp3
#347
Music
I offer my services as a composer/music producer.
I can produce music in a wide variety of styles: gentle piano tunes, electronic music, abstract soundscapes, acoustic folk music, big orchestral scores... almost anything is possible, though most of my music has a melancholic, sometimes dark feel to it.
I work freelance, so paid jobs have a higher priority for me. However, I do work for free on non-commercial projects. That is, if your project appeals to me and if I have enough time to do it.
To give you an idea of what my music sounds like, please take a look at my online portfolio:
http://www.problematic-music.com/

Coding / Scripting
I have some experience with various programming languages and game engines, AGS being one of them of course. I'm not afraid of complex scripting, and I have a lot of patience when searching for bugs.

Playtesting
As much as I love making games, I love playing them. I can be quite critical though, so don't expect me to test your game just to tell you how awsome it is ;)
#348
Maniac Mansion Mania
Episode 51 - Place Machine II





After the events of episode 15, Dr. Fred and the purple tentacle are lost on an unknown planet. Michael wants to rescue them with Bernard's help, but Bernard isn't allowed to leave the house. As if this wasn't difficult enough, he doesn't even believe the whole story...

This game is part of the german "Maniac Mansion Mania" series, and the sequel to "Episode 15: Place Machine". It is actually finished, and I'm working on an english translation.

As I'm not a native speaker, it would be great if someone would beta test the translated version and look for spelling and grammar mistakes. Please write me a personal message, if you want to do that.
#349
No. At least I wouldn't know  ;)
This looks very interesting. A very different game idea  :)
#351
While trying to play a certain XM file in AGS 2.62, i got this message:

An Exception 0xC0000005 occured in ACWIN.EXE at EIP = 0x0045938F ;
program pointer is +1004, ACI version 2.62.772, gtags (356,22)

I get this error when using playmusic(1) to play the file music1.xm. There is only one XM file that causes this error, but it was saved exactly with the same software, so there shouldn't be any difference. The only difference is the file size. The file is about 3 MB, bigger than anything I used before.

EDIT: I optimised the file and was able to reduced the size by 1 MB. Now everything works fine, so there might be a problem with big XM files.
#352
Quote from: Pumaman on Fri 02/09/2005 21:38:13
There's no particular reason why GetMODPattern hasn't been implemented -- it just hasn't been a particularly popular request so it hasn't been done. I'll note your interest in it.

Thank you  :D
GetMODPattern, GetMODLine, SeekMODLine etc. would allow some interesting music scripting. At the moment the music just changes abruptly in my games, and that could be improved with some of these commands. It would also make it easier to synchronize mod music and animation.
#353
Hello,

I'm composing XM music for my games, and I always wondered why there is no way to get the current line/pattern of a MOD.

I know that there is a tracker entry for this problem. But I'd like to know if there is a way to work around it, because I don't think this will be implemented soon, as only few people seem to use MOD or XM.
I'd like to do some advanced music scripting with XMs, and I tried many things, but I didn't get very far. So, does anyone have an idea how to work around this problem?
I tried to do something tempo-based, but it would require the exact tempo of every MOD used, which is difficult in some cases.
#354
Thank you very much. :) I'm already planning a sequel, but I don't know when it will be finished
#355
Quote from: manny.p on Thu 23/06/2005 00:36:47
But it's the true ending of how monkey island should of ended (the secret).

So Ron Gilbert told you the secret?  ;)  Or are you just guessing?
#356
General Discussion / Re: Using AGS for Mad TV
Wed 15/06/2005 21:15:26
http://www.tvgigant.de/index.php?content=main&lang=english

These people are working on a Mad TV remake which looks very good so far.
#357
Quote from: Rui "redruM" Pires on Sun 15/05/2005 11:01:11

... it has stumped me already many times in a short while - nothing I couldn't get over with a little bit of actual *thinking*.

That's exactly the way it should work - I did a lot of work on designing the puzzles with different solutions and giving hints on what to do next. I'm glad you enjoy it  :)
#358
I just played it (didn't finish yet), and I have to say that you did a great job! Maybe the options change a little bit too quickly, but it was fun to play. Considering the short time you had to do all the work, I'm very impressed  :)
#359
Haha, you believe I did all the other episodes?
MMM is a german project where everyone is invited to make his own episode. So there are MANY different authors.

Episode 15 is actually the first adventure game I ever made  ;D
#360
You can always browse the games ("Spiele") list and look for this:

to find out which episodes have been translated.  :)
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