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Different Music

Posted: 14 Jun 2009, 23:28
by Irvine
There should be some sort of music change when you engage an enemy or something. It would be pretty cool. No i dont know how to make music for games like thjat but i would like to help. Any programs i would need?

Re: Different Music

Posted: 15 Jun 2009, 01:37
by Porter
only a noob would want different music, lol jk. yeah even tho the music doesn't work on mine there should be a variety of music, but I wouldn't want to bother the developers with a little thing like music.

Re: Different Music

Posted: 15 Jun 2009, 07:30
by Rotonen
If on the long run music would be composited on the run, this could be possible to pull of fluently.

So far no one has even thought of how to possibly implement this.

Re: Different Music

Posted: 27 Jul 2009, 22:11
by Goku
Reminds me of pokemon games.. :P

I don't think it would work too well here though, especially if the monster is killed in one hit.

Re: Different Music

Posted: 27 Jul 2009, 22:54
by Jaxad0127
Goku wrote:I don't think it would work too well here though, especially if the monster is killed in one hit.
The Legend of Zelda games handle that just fine. Of course, Nintendo has resources to pour into complex music systems.

Re: Different Music

Posted: 27 Jul 2009, 23:44
by dariunas
Irvine wrote:There should be some sort of music change when you engage an enemy or something. It would be pretty cool. No i dont know how to make music for games like thjat but i would like to help. Any programs i would need?
In agreement with Goku here - chances are, in many areas, you'll be jumping between the intro of two tracks every 5-10 seconds, unless the coding allows for your 'exploration' track to crossfade into another track and pause, then resume once the 'battle' track is over. :|

Even if the coding was in place to do such a thing, would be very tricky to pull off well in a game of this type. In modern Zelda games, there can be plenty of travelling or movement in between engaging enemies.

It also requires a very focused effort on the part of the composer to ensure that the transitions can occur seamlessly.

A nice idea, even as a composer, I think if the resources for enchanced programming are in place, music considerations of this complexity would rank as a lower priority than the equivalent level of gameplay mechanics, graphic and even sound FX...

Earlier games of the 16bit area like Zelda: A Link to The Past had no problem in succeeding without this kind of music behaviour and the main division was between battle and non-battle areas. I still play the game today on GBA and the music is still very convincing and atmospheric...

If you'd like to compose some music and not sure about software, check out
http://forums.themanaworld.org/viewtopi ... =21&t=4072

You could always try demos too...

The sound development forum should have pretty much all the resources and direction you might need to get you going... I think the usual method is, select an area which requires music (post to ask if you're not sure), then compose a prospective piece, get feedback and adjust your composition based on that if it needs it, then it's just repeating the processs till the developers (will be Rotonen and Crush on that front) are happy with it :)