(http://i6.photobucket.com/albums/y237/kirbyhi5/megamanx12.png)
=============================================================================
December 12th, 2010
INFO
[spoiler]I took some time to work on the level editor more, for faster creation. An updated level properties editor and dialog editor have been included. The level properties editor lets you change more content such as parallax options and BGM for stages. The parallaxing x/y scroll speeds can be seen in real time as shown in the Screenshot section.
The dialog editor is still fairly new, so you can only change box options.Basically, this lets you create dialog scripts that are activated by events. When you pass an event, a dialog script will be triggered for that object.
Planned for future:
-DIALOGUE EDITOR - Let's you easily modify dialogue scripts in the editor. In the future, you will be able to create dialog scripts directly in the dialog editor, so no need to open up notepad and manually creating them. You can currently change the following:
===========================================
BOUNDING BOX PROPERTIES
===========================================
\\ParaLen = Paragrah length of dialog before it ends.
\\TotalChars = Total amount of characters talking in the script. In this example, Light, X, and Zero are talking, so it's 3.
\\BoxSpd = How quickly the bounding black box expands.
\\AutoTxt = Checks if Auto text is enabled or disabled. Auto text automatically jumps to the next paragraph based off the "AutoSpd" with no influnence on pressing Enter.
\\AutoSpd = How quickly the auto text scrolls.
\\Face = Displays a portrait. (Development only, Leave this 0)
\\BoxSize = How large the box expands vertically.
\\BoxColor = The color of the box.
===========================================
-CUTSCENE EDITOR - Easily create cutscenes to-be used in the cutscene section.(will probably be Dev use only)
-HELP EDITOR - Pulls up a help guide for every action.[/spoiler]
SCREENS
[spoiler](http://imgur.com/yYS2c.png)
(http://imgur.com/diQyj.png)[/spoiler]
This intrigues me... I look forward to seeing more of it!
A lot of good fangames have been popping up recently, I like that. :)
Ah sweet, you posted your game here too.
I see you're after the MMX9 offer as well. Good luck with that. ;)
Oh hey I remember seeing this (I think) some time back on youtube and thinking it was kickass.
I like the extra effects and stuff. Looks cool.
The Light capsule dialogue seems spot on, (although, is there missing parts to it or is that odd skipping of certain words just because you were skipping through the dialogue?)
Also, yay! you used the X4 capsule music. ^_^
Thanks for all the feedback.
Quote from: GameDragon on August 26, 2010, 04:38:23 AM
Ah sweet, you posted your game here too.
I see you're after the MMX9 offer as well. Good luck with that. ;)
Nah, passing on that. I believe the creator of lunar magic is creating one, so the MMX editor is in good hands now.(Looking forward to messing around with the original game though!)
Edit: My mistake, I'm not sure why I said lunar's creator xD. It's a guy named Xeeynamo: http://www.romhacking.net/forum/index.php?topic=8573.0
Quote from: Flame on August 26, 2010, 06:25:57 AM
Oh hey I remember seeing this (I think) some time back on youtube and thinking it was kickass.
I like the extra effects and stuff. Looks cool.
The Light capsule dialogue seems spot on, (although, is there missing parts to it or is that odd skipping of certain words just because you were skipping through the dialogue?)
Also, yay! you used the X4 capsule music. ^_^
Thanks, and yeah I was manually skipping parts in the beginning then randomly decided to slow down. (usually I plan what I'm going to show but I did this on recording on a whim)
I really hope you finish this. It looks FAR too promising to be dropped.
Impressive. I especially like the effects that you put in with the air dash and such.
Quote from: kirbyhi5 on August 26, 2010, 08:02:57 PM
Thanks for all the feedback.
Nah, passing on that. I believe the creator of lunar magic is creating one, so the MMX editor is in good hands now.(Looking forward to messing around with the original game though!)
Where did you saw that???? :O
BTW, excelent video.
If you'd check MegaMan X9, you'd see, carlos.
Quote from: Talyn on August 27, 2010, 06:21:45 AM
If you'd check MegaMan X9, you'd see, carlos.
Oh well... read again the post, you're wrong. The post's author is offering money for someone who wants to make an editor. It is not happening, at least not yet.
Quote from: GameDragon on August 26, 2010, 04:38:23 AM
Ah sweet, you posted your game here too.
I see you're after the MMX9 offer as well. Good luck with that. ;)
Lets just hpe they are finished O_O'
Nov 6, 2010
-Engine is basically complete. Now it's just adding content.
[Temporary Status Effects]
(http://i6.photobucket.com/albums/y237/kirbyhi5/b.png)
-You'll find items that give you short status effects.(enemies also can drop them, though they aren't random) The picture above shows the speed boost effect, which increases your walking speed for around 10 seconds. (Basically think of how you equipped abilities in X5, except these aren't permanent.)All Temp effects complete.
[Options menu]
(http://i6.photobucket.com/albums/y237/kirbyhi5/c.png)
-Instead of having the config being in an external app, it can now be changed when you pause the game. There's also other options such as double tap, camera types, difficulty and quality setting.
System Menu functional
(http://i6.photobucket.com/albums/y237/kirbyhi5/22.png)
-System menu(Pause menu) is now fully functional. Wtanks work differently though. You can select which weapon gauge you want to fill. (The icons and weapon names are unfinished at the moment). Other than that, Pause Menu complete.
Armor ability
(http://i6.photobucket.com/albums/y237/kirbyhi5/screenshot06-11-2010104255.png)
(http://i6.photobucket.com/albums/y237/kirbyhi5/a-1.png)
-Hovering is one of the various abilities of the leg upgrade. Hovering backwards allows you to shoot forward still, and the action camera shifts ahead as if you were facing forward. (Fixed weapon meter positon in 1st image) There's more, but I do not want to spoil it since there is only one armor. MMX Rise Armor complete.
You may be no spriter, but even I can tell this matches the quality of Mega Man X in the SNES.
Thanks, I was trying to mix X3's tria armor with X5's falcon.
Recently finished the ride bike, so here's how it works.
Quote from: kirbyhi5 on November 07, 2010, 11:46:07 PM
Thanks, I was trying to mix X3's tria armor with X5's falcon.
Recently finished the ride bike, so here's how it works.
"tria"..?
Cool either way.
Looking slick!
I can definitely see the Falcon Armor influence.
I'm pretty fond of the camera position you used while on the Chaser. Looking great! ;)
QuoteI'm pretty fond of the camera position you used while on the Chaser. Looking great
Yeah I figured since it moves faster than X2's bike, it'd be hard to see what's ahead while shooting. (Though I'm still debating if I should just make it work like in X4 where dashing automatically destroys enemies + shot changes on slopes.)
Thanks for all the recent replies. I'll probably keep things under the hood for awhile after this.(Until enemy update is finished, so it may some months.)
Nov 12th, 2010Info - All ride armor types are finally finished. There's two new ones and two from the original. Two screenies below.
(http://i6.photobucket.com/albums/y237/kirbyhi5/2b.png)
One of the old ride armors.
(http://i6.photobucket.com/albums/y237/kirbyhi5/1a.png)
New addition ride armor. Charges a laser that continuously damages. Also travels past enemies for multiple kills.
Every idea sounds awesome, also the graphic part is looking good, but trust me, you need to fix the gameplay, otherway, it gonna sucks.
Just my opinion.
;)
Quote from: carlos-182 on December 04, 2010, 09:04:28 PM
Every idea sounds awesome, also the graphic part is looking good, but trust me, you need to fix the gameplay, otherway, it gonna sucks.
Just my opinion.
;)
And the least helpful comment ever award goes to...
Quote from: RushJet1 on December 05, 2010, 03:49:38 AM
And the least helpful comment ever award goes to...
WTF, it's just my opinion ... so every comment have to be helpful ??? I don't think so, he needs to know the things we don't like. So think before post..
Dude, you're freaking mixing sprite styles, also it looks like you want to fuse MMX with Sonic.
Quote from: MrBaryl on December 05, 2010, 05:32:15 AM
Dude, you're freaking mixing sprite styles, also it looks like you want to fuse MMX with Sonic.
I think its fine. Its innovative gameplay.
Quote from: carlos-182 on December 04, 2010, 09:04:28 PM
Every idea sounds awesome, also the graphic part is looking good, but trust me, you need to fix the gameplay, otherway, it gonna sucks.
Just my opinion.
;)
Thanks for your opinion, but which specific parts of the gameplay are you referring to? (Unless you mean he was walking too fast due to the temp.boost item?)
Quote
Dude, you're freaking mixing sprite styles, also it looks like you want to fuse MMX with Sonic.
Actually I haven't used a single sprite that wasn't ripped MMX1-MMX3.(Unless you meant the airbot placeholder enemy or special effects. There's also a few custom sprites I did, mainly because there was no rip available.) I agree with sonic part, I wanted it a bit more fast paced. However there's currently only 1 status effect that increases walking speed.
=============================================================================
December 12th, 2010INFO[spoiler]I took some time to work on the level editor more, for faster creation. An updated level properties editor and dialog editor have been included. The level properties editor lets you change more content such as parallax options and BGM for stages. The parallaxing x/y scroll speeds can be seen in real time as shown in the Screenshot section.
The dialog editor is still fairly new, so you can only change box options.Basically, this lets you create dialog scripts that are activated by events. When you pass an event, a dialog script will be triggered for that object.
Planned for future:
-DIALOGUE EDITOR - Let's you easily modify dialogue scripts in the editor. In the future, you will be able to create dialog scripts directly in the dialog editor, so no need to open up notepad and manually creating them. You can currently change the following:
===========================================
BOUNDING BOX PROPERTIES
===========================================
\\ParaLen = Paragrah length of dialog before it ends.
\\TotalChars = Total amount of characters talking in the script. In this example, Light, X, and Zero are talking, so it's 3.
\\BoxSpd = How quickly the bounding black box expands.
\\AutoTxt = Checks if Auto text is enabled or disabled. Auto text automatically jumps to the next paragraph based off the "AutoSpd" with no influnence on pressing Enter.
\\AutoSpd = How quickly the auto text scrolls.
\\Face = Displays a portrait. (Development only, Leave this 0)
\\BoxSize = How large the box expands vertically.
\\BoxColor = The color of the box.
===========================================
-CUTSCENE EDITOR - Easily create cutscenes to-be used in the cutscene section.(will probably be Dev use only)
-HELP EDITOR - Pulls up a help guide for every action.[/spoiler]
SCREENS[spoiler](http://imgur.com/yYS2c.png)
(http://imgur.com/diQyj.png)[/spoiler]
Gotta say, this is looking mighty fine. I like the feel... it's innovative, while still keeping the good traditions. It makes X actually look fun to play for a change too. It... looks like fun. Genuine fun, not just "hey, I used to play this when I was a kid" fun.
Two thumbs up. Keep up the good work, comrade.
Quote from: Mr. Behind T. Fence on December 15, 2010, 12:28:07 PM
Gotta say, this is looking mighty fine. I like the feel... it's innovative, while still keeping the good traditions. It makes X actually look fun to play for a change too. It... looks like fun. Genuine fun, not just "hey, I used to play this when I was a kid" fun.
Two thumbs up. Keep up the good work, comrade.
I'm happy to hear you feel that way. Motivation +10 ;)
Been working on some minor things in spare time, mainly charged shots and the stage select screen.
(http://i.imgur.com/EsZFm.gif)
The max charge shot is pretty much X1's and X3's combined.(frame count reduced in gif for faster loading)
(http://i.imgur.com/BQ3t3.gif)
Not 100% sure on how much damage it'll do. Right now, the initial blast does about +2 more damage more than a regular charged shot to an enemy. The blast leaves behind a damaging after shot that deals 0.5 damage until it's duration is up.(about 3 second duration)
(http://i.imgur.com/qi8mz.gif)
Decided to add a feature where you can slide/dash under narrow passages. (Basically like in mario where you could run + crouch under small passages, but instead you can dash + crouch or simply dash. The level needs to have ice tiles to dash + crouch slide though)
(http://i.imgur.com/RWsXc.gif)
Realllly basic stage select screen that's only functional at the moment. the red block will be the boss display image, and the yellow block is for the stage background image. The middle panel is for stage information, such as rank and level completion. 100% means you've obtained all secrets in the stage(Etank, Wtank, Heart, etc) The other colored blocks shown below are for the boss sprites.
Your images are a bit grainy... but it looks great!
I'm not really into the "X" series, and I only like the classic ones, but man - this one is really well-done and I actually look forward to it =)
Hi. I'm terribly sorry to bump this thread, but I wanted to ask if someone has the demo for this. According to this video (http://www.youtube.com/watch?v=ynPC_iU2W1I) and the thread at the MegaManX9 forums, this fangame did see a demo release. However, the mediafire link for it is now dead.
Since this seems to be a pretty big community, I was wondering if anyone here had the demo and could upload it, or knows of a place that has a download link.
Thanks in advance, and sorry again for the bump.
There was a demo but it's extremely outdated(From November I believe).
Anyway, progress has been slow but steady.(Mainly because I have work and classes to attend, so I don't have much time like I used to) Unfortunately I do not have screenshots, since I have been working mostly on internal things that will be mentioned below. Since I do not have any play testers, a public engine test will most likely be released in the near future once these tasks are complete. Once the mentioned tasks are complete, updates should become more frequent.
[Level Editor] (New things)
-Supports multiple background images for each stage.
(You can specify when you want the background to transition to the next)
-Supports any amount of animations per background image.
(MMX games have 3 frames per background, so that'd be the ideal amount)
[X:rise]
-Improved physics engine for enemies.
-Additional 8 enemies added. Few previews below.
Laser Bot
(http://i.imgur.com/zhblF.gif)
General aerial enemy. (Don't worry, they won't be clustered in actual stages)
Flame Chaser
(http://i.imgur.com/8yUwf.gif)
Possible placeholder sprite, based off X1's rider.
Laser Ant
(http://i.imgur.com/TUzyV.gif)
Remains hidden until in range.
Security Bot
(http://i.imgur.com/FJA2a.gif)
Targets the player using bézier curves.
Sea Serpent
(http://i.imgur.com/z9knd.gif)
Plan on adding this enemy as a sub-boss with a new moveset. Physics are complete though. (No, it does not actually move this fast)
[Tasks that need to be completed]
-Animated tiles
(I am still deciding on how to approach making each individual tile to have animations in the most efficient way possible, via the level editor of course. There will probably be a limit of 3 frames, which MMX games seem to have. The problem is mainly trying to find a way so users can easily add animated tiles in. The best approach I can think of is having the editor import animation sheets. When complete, tiles will be able to have small animations like lights flickering, electricity and what not.)
-Several more enemies -There's a total of around 40 enemies at the moment, some new, some old with new physics. The only thing stopping my enemy creation process is ideas. :p
Again, it's not much. Creating sprites will most likely be the most time consuming task.(Backgrounds, enemies, weapons, perhaps bosses) Gimmicks(devices that make stages unique) and tilesets/BGs aren't really important until I begin working on the actual levels. I'm trying to put it off as much as I can until the mentioned tasks are complete.
Looking good. I'm especially digging the laser bots
Me actually getting interested in a X (Besides Corrupted) game? Gotta say I hope to see this finished.
This may make Mega Man 21XX get a remake.
Thanks for all the feedback.
Just wanted to point out that I believe I finally have a solution for making animated tiles. Decided to have the level editor import "animation tile sheets", which are pretty much sprite sheets, except they are tiles. The editor will automatically arrange the animations in order based on a 32x32 grid.
Marked
(http://i.imgur.com/GTwdS.png)
This is an animation tile sheet that I marked. Each 32x32 slot is a frame. Each tile can have a total of 5 animation frames. (Frames 0-4, Looped)
Unmarked
(http://i.imgur.com/3PZx9.png)
How it'll appear in the level editor:
(http://i.imgur.com/ccnix.gif)
What program are you using to create this game? Looks awesome so far!
MMf2 all the way man.
INFO
Quick boss battle of a placeholder boss, perhaps..Either I'll use a combination of new/old moves on old bosses or new sprites.
Looks like this is alive and kicking!
Quote from: kirbyhi5 on December 25, 2011, 12:14:39 PM
MMf2 all the way man.
INFO
Quick boss battle of a placeholder boss, perhaps..Either I'll use a combination of new/old moves on old bosses or new sprites.
What's MMf2? I got to look that up... and awesome video by the way! That boss fight was interesting!
Quote from: VirusChris on December 26, 2011, 04:51:12 AM
What's MMf2? I got to look that up... and awesome video by the way! That boss fight was interesting!
I hope when he says "MMF2" he means "Multimedia Fusion 2". Man I love that! I'll love it even more when Mega Man fan games are run through it! 8D
Really glad you're still working on this. I hope to see more soon. =D
How good is this "Multimedia Fusion 2"? If it can make a Mega Man fangame like this, it must be pretty good!
Yeah MMF2 is excellent for creating any snes-era game in general, especially if combined with Lua scripting. It's really easy to understand once you play around with things for a bit.
As for the game, progress isn't as fast as I'd like due to university classes/major classes being time consuming.(And a part-time job on my weekends) Also most of the progress is technical changes, so I'm not too fond of updating the thread for those types of things. It's mostly trying to have a more efficient level editor.
Example: Spread function
(http://i.imgur.com/BZpY5.png)
[Can create mass-tiles at once]
(http://i.imgur.com/Nd9ge.png)
(http://i.imgur.com/qqN4U.png)
[and there they all go]
and then of course copy/paste and moving sections of tiles is next. Should have been done first but I'm going back & forth between making engine changes and the editor.
Cool.
More enemies.. (Because you can never have too many enemies!)
Crusher
From X1 Intro stage
(http://i.imgur.com/ChDc0.gif)
Sensor
From X3 Volt Catfish stage.
(http://i.imgur.com/G9yf9.gif)
Bomb Been
From X1 Intro stage. This time his bombs send you flying up.
(http://i.imgur.com/PRdCv.gif)
Jamminger
From X1 Intro stage. (Yes, it laughs when it hits X.)
(http://i.imgur.com/ZLlal.gif)
The Hive
From X4 Web spider stage, except using different sprites.
(http://i.imgur.com/3gLs3.gif)
Just a normal day testing enemy ai.
[spoiler](http://i.imgur.com/AqZiO.gif)[/spoiler]
I'm just about at the 50 enemies mark. Maybe it's time to start making an actual level.
Nice! The crusher effect's timing seems a bit off though, it looks like the big flash is meant to disguise the tile underneath being removed, but it flashes too early/removes the tile too late. Though perhaps just making a few shards of rock fly out from the tile would make the tile being removed less obvious?
It looks like the sensor beam itself does the damage rather than the shots it fires after, IIRC it was possible to dash through the beam at some angles without being hit by the shots.
Quote from: Align on January 19, 2012, 11:50:20 AM
Nice! The crusher effect's timing seems a bit off though, it looks like the big flash is meant to disguise the tile underneath being removed, but it flashes too early/removes the tile too late. Though perhaps just making a few shards of rock fly out from the tile would make the tile being removed less obvious?
Good eye, the explosions are disguises. I don't know why I forgot to make debris fly from broken ground, thanks for the suggestion. I'll definitely add it.
QuoteIt looks like the sensor beam itself does the damage rather than the shots it fires after, IIRC it was possible to dash through the beam at some angles without being hit by the shots.
Yea the beam + shots do the damage. At first only the shots damaged, but for some reason I thought dashing through the beam was an unintended effect so I revised it. However I'll just change it so it can be dashed through at certain angles.
These are some slick updates, man! Lookin' forward to this!
(also 8000th post! woo!)
Thanks for the feedback.
I've been pretty busy with this project lately actually. Most of it is internal work so I can't really show anything, but I'll post one of the ideas I have that I'd like feedback on.
This will be the file select screen. A snapshot is taken randomly during levels and used as the background image. Just a little fun thing i added.
(http://i.imgur.com/eylLN.gif)
[Dynamic Difficulty]
I'm going to use this method instead of just having "easy", "medium", or "hard" settings. So what is this dynamic difficulty?
Basically the difficulty in the level changes depending on how good you are. There will be maybe 3-4 "Grade Points" in each level. This is how it'll be constructed:
Hard path : You reach the grade point while taking little to no damage + quick time.
Normal path: You reach the grade point while taking some damage + average time.
Easy path: You reach the grade point while taking lots of damage + slow time.
The way the enemies behave isn't going to change. Only more tricky placement and how the path is made. This way there's no need for difficulty setting or worrying that you're missing out. Taking the hard path will give access to optional stages that have..secrets. The Normal and Easy path do not offer access to those stages.
Or
I can simply make paths that are more difficult, and if you can get past it, then you'll be granted access to those optional stages. However since the stages will not be long, it leaves the risk of the player just abusing the invincibility hit-delay without really being a good player. (hit-delay meant I could dash through a bunch of tough enemies. I used to do this in MMX1-3 all the time :p)
so why use this instead of difficulty settings? Well think about it. When you start a game on whichever difficulty, what are the chances of you going back and playing the game on another setting? Probably unlikely unless there were incentives such as unlockable content. There's always the option to let difficulty be changed during the stage, but it doesn't give a real sense of challenge when the player can just switch to easy mode during tough parts, then switch back to normal. I think this will also add more replay value to levels aswell.
What are your thoughts?
Enemy placement is a pretty huge part of stage design so I'm not sure how that'll work out if it changes dynamically.
Also I've never met a dynamic difficulty game that I liked.
That's what i'm thinking. Or possibly I could drop difficulty settings completely, and just make stages gradually harder.
Here's a diagram of dynamic difficulty(note this is all in 1 stage)
s = starting point
1 = section 1
2 = section 2
3 = section 3 (all the same regardless of path, leads to boss)
! = optional stage
(http://i.imgur.com/ANxUf.png)
Here's a diagram of how I originally planned things to be. (note these are different stages connected to 1 boss)
s = intro stage
1 = stage1
1a = stage 1 part a
1b = stage 1 part b
! = optional stages
c = stage 1 part c, leads to boss room.
difficulty would go from 1, 1ab, 1c.
(http://i.imgur.com/tZq89.png)
(More stages)
Honestly, that reminds me of X6 with the special areas or Vile's stages in X3. Not to mention alternate paths are nothing new (see X-Hunter Stage 2 in X2). As long as they all connect back to the boss room.
Quote from: Mirby on February 11, 2012, 12:24:58 AM
Honestly, that reminds me of X6 with the special areas or Vile's stages in X3. Not to mention alternate paths are nothing new (see X-Hunter Stage 2 in X2). As long as they all connect back to the boss room.
I liked the alt. paths in X3, though it wasn't really pushed much. I'm thinking I'll stick with my original where there will be different stage segments. Afterall, there's no point in having created a level editor for only 8 stages :p
A few things for you to consider:
Making the stages gradually harder will cause frustration and ultimately having some players give up late game. This is why difficulty settings is the most optional way to go on games like this.
Having stages change depending on performance makes it so good player need to be bad to get access to easy mode levels. Same thing the other way around, some players might never get to see the hard mode side of the game even though they might want to play it.
Some hardcore players that want to play on hardest don't want the difficulty fluctuating, they want to play on hard at all times and not just because they mess up a few times the dynamic difficulty steps down and you suddenly playing on easy.
Making paths that are more difficult is great but that is level design and not really a difficulty setting. You can't have one path super easy and one super hard. That way you're making so easy mode players not having viable access to all parts of the stages. This also limits you level design and hiding spots for items.
Also, cool looking save/load menu. =)
I prefer multiple difficulty settings also for the fact that it adds replay. I really like beating normal mode then going through, more experienced, on hard. Also, fluctuation of difficulty, while rewarding, could also come off as punishment for doing well to some players.
Still though, this is a concept that has been executed pretty well. God Hand, anyone? Even in that though, it can get frustrating, the game getting harder because I do well.
All this aside, this project is looking badass. And whatever you choose, the game'll still be rad.
Thanks for the feedback. I'll just stick with difficulty settings.
I've been messing around in fruity loops hopefully so I can create some original soundtracks. It's pretty fun using MMX instruments. I made this one recently. It doesn't sound fitting of MMX(Maybe MegaMan), but hey it's a start. Cheers for my first song, they'll get better. maybe :p.
MMX - some ice stage
https://dl-web.dropbox.com/get/player.swf?w=20e08150
http://kiwi6.com/file/53hj5gl088 (http://kiwi6.com/file/53hj5gl088)
(Edit, hotlinking issue. should work now)
Where do you get the MMX instruments for FL Studios?
Got a chance to listen to the music you made, not bad! Sounds very much Ice Stage-ish... I like it!
Very catchy tune. Reminds me of Kirby, sort of. But nice job with it anyway. Can't wait to hear more
Quote from: kirbyhi5 on February 27, 2012, 05:54:26 AM
It doesn't sound fitting of MMX(Maybe MegaMan), but hey it's a start.
Yeah, it does sound more classic. Really good though.
Quote from: VirusChris on February 27, 2012, 10:22:36 PM
Where do you get the MMX instruments for FL Studios?
Here's a zip of the instruments im using. It's a combination of sound fonts and individual .wav samples from MMX.
<a href="http://dl.dropbox.com/u/24888465/MMX%20Instruments.zip">MMX Instruments.zip</a>
Soundfonts are just a collection of samples.(Easier to manage). I put the SNES soundfont and MMX soundfonts inside which should have pretty much every instrument used for the sNES.
You'll probably be using these alot:
-Overdriven Guitar (From Snes soundfont)
-Synth Bass 2 (From Snes soundfont)
And for mixing options just
-Fruity Parametric EQ 2
-Fruity Reeverb (Lowcut 191Hz, Decay 0.5 sec.)
(These just make the sample not sound so dry)
If you have not composed music before (like me), then it's probably a good idea to use an midi song as a reference, then mix & mash parts with each other using MMX instruments until things sound good. For example, you may like the bass line from a particular midi, so you just copy it, make adjustments, and replace with MMX instruments. You don't have to do the entire midi like this, just parts you like. Maybe there's a guitar riff you like from another midi that'll sound good in combination with the bass line, or you can just alter it to sound better. You definitely don't have to do everything from scratch, atleast until you feel more comfortable working with music.
Quote from: RockEsper on February 27, 2012, 10:28:00 PM
Very catchy tune. Reminds me of Kirby, sort of. But nice job with it anyway. Can't wait to hear more
Yeah I figured it sounded a bit happy. I'll probably do more with the overdrive guitar once I figure out how to make it sound nice.
Quote from: OBJECTION MAN on February 28, 2012, 12:20:37 AM
Yeah, it does sound more classic. Really good though.
thanks, it looks like i'll be spending some time in fruity loops to make music then.
owob
You managed to do alot on your lonesome!
owob owob
Haha yeah, luckily I found someone ( kokocipher) who is willing to work on some of the music with me. He'll probably compose original pieces while I might throw a few rearranges in there for some of the non-boss stages. The rearranges will still use a SNES soundfont, but I'll try to add a bit of flare to it. Looks like I won't need to focus on music so much, but here's how a typical arrange would/might sound.
MMX2 - overdrive ostrich rearrange
http://dl.dropbox.com/u/24888465/player2.swf
http://kiwi6.com/file/5w9xp09328 (http://kiwi6.com/file/5w9xp09328)
I'll go more into detail about non-boss stages when I have a more clear stage select up.
Keep up the amazing work!
Hello fellow MMX fans, Kirby and I are still debating on whether or not to keep the tradition of utilizing classic MMX soundfonts for background music. I personally prefer to not jump on the bandwagon and instead use whatever sounds good. Since MMX Rise does go beyond the SNES style, I'd like to get some opinions from the community before making that decision. Here are two songs examples to show case: two using the MMX soundfont, and two using a different set (calling it the Kokosoundfonts for the time being). Please give your opinions on whether or not you'd prefer the MMXSNES style or the KoKosoundfont style.
MMX font version
KoKosoundfont version
MMX font version
KoKosoundfont version
Lastly, Kirby hasn't been around because of exams. College typically ends before May 1st. Because currently MMX rise doesn't have any maverick bosses nor a story/plot yet, I thought it'd be a good idea to give the opportunity to thread followers a chance to maybe submit their own maverick ideas/concept arts for Kirby to see when he comes back if you guys are interested :)) Don't worry if you can't draw, it's the idea that matters the most.
Do not submit/suggest story/plot here. If you want to suggest plots, you can either PM Kirby or PM me. Leave a contact if you want any of our feedback. I haven't had the chance to ask Kirby yet, but I think submitting concept arts(maverick bosses only) in this thread shouldn't be much of a problem.
Wow! Those actually sound good. I hope kirbyhi5 approves.
I just wanted to say that this looks really neat and I hope it becomes something great. As for the music, personally I prefer the Kokosoundfont version. It just feels a little brighter and livelier. The first soundfont however sounds more SNES, whilst the Kokosoundfont version sounds more Playstationy.
Can't you choose both? I would really like that option.
I think you should have an option to choose between the two soundfonts.
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