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Everything posted by Jonnie91
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I'm pretty much gonna continue on with the advice of the other musicians here. Start with your tune, you want the tune to be catchy and memorable, especially if it's for a main town theme. You want that theme to stick in their heads, so that when they've left the town/village they go..Oh I need to go back to that place with the Harps and Piano...(for people who are completely un-musically trained). As the others have said, lower your tempo, don't go over 120BPM, personally for my slower tracks I don't normally go over 100BPM, cause I prefer the slower style. But that's all subjective. Also, start using your major scales more, a good solid start, is (if you're composing via a keyboard) leave them black notes alone. (just to start off with) keep yourself in the C Major Key, a lot of the time, this helps keep you on the happy and joyous sounds. It's also easier to play for people who aren't as confident on Piano.
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Voice Acting In RPG Maker VX Ace Intro This is an repost and update to my original tutorial from RRR which you can view here. The screenshots are still in VX, however it is the same commands for VXAce! When choosing whether Voice Acting is something that you want to do when making your RPG! You need to consider a number of important things. -Character Development: Do you have an idea in your head how your character is going to talk? Do you know enough about your character to give a potential VA instructions regarding their background, the way you want them to speak? The emotions in their voice? Their accent. All of this should be readily available to ensure that a potential Voice Artist can provide you with the Perfect Voice! - The Voice: Don't just settle for anyone, when trying to find your characters voice, ensure that it feels right. Hold Auditions to ensure that the Voice sounds perfect to what your character sounds like. Also ensure that there is minimal background noise. You should also ensure that the voice isn't to loud or too quiet. If the sound is too loud, then clipping will occur- please note that turning down the volume will NOT stop clipping! You MUST ensure that no clipping occurs in the recording. - The Script: The more of the script you have written up, the better! Ensure when writing the script you give stage directions! It is very important to include stage directions. certain software can make this easier! Audio Prepping You must ensure that there are NO gaps at the beginning of the audio... your VA may have already done this but IF they haven't .. Download the free software Audacity: Audacity Website open up the audio that you have been sent by your Voice Actor or Actress: Notice the flat line at the begining of the project, if you leave this then it means that your audio will have a gap at the beginning okay, so time to say goodbye to that section select it and delete it now then it should look like this: Now we need to EXPORT the audio to an audio type of your choice! (i prefer to use mp3) so... FILE>EXPORT TO MP3/OGG/WAV Input Into Project Folder! Excellent you have prepared you file NOW it is time to input it into your project folder! Here is where it is your choice but I prefer to input it into the SE folder as there is the the ability to stop the audio which will become important later! I normally just CUT and paste directly into Audio>SE! The Eventing Part! Okay, now that the prep has been done time to input this into your project! Now to go to the lines that are already placed into an event: Once you have done that you need to input the audio to do that we open up the event command window and go to page two: Then select the Voice Acting Line you wish to used: "Stop SE" If you are creating a game with voice acting, you must be prepared to have 3-4 characters speaking at once, now, the Stop SE event, ensures that if readers, don't want to read through all the text, the audio does't bleed through. This keeps it from sounding messy, and also reduces lag drastically (as 4-5 SE going at the same time, is nothing but a nightmare) To do this use the Stop SE event command on Page 2: Hope this tutorial helps, adding voice acting into RPG Maker Games, can help bring life to characters, I hope to see more voice acting in games in the future!
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How to make falling objects/debris/rubble?
Jonnie91 replied to SpizzTrizz's topic in Editor Support and Discussion
Don't post random spam like that. if you can't help or post anything useful. then please don't post. Do not backseat moderate. it is not up to you to tell members what to do. it is down to the moderators, it had already been reported to us to sort it out. So please wait for us to sort it out. Might I also suggest that both of you look at the forum rules to ensure you don't make the same mistakes again. -
So Windows 10 is installed...Could be much worse!
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I got more news, if you don't like it for the first month, then you can go back to your previous version of windows

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Welcome back Jens Yup iEntry hit us hard, but we bit back
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Writing Game Music Using Pictures So I thought I'd start bringing back the tutorials inside The Music Room from myself. This one is a direct paste from a tutorial I wrote here, but you can also read it here if you'd prefer. If you have ideas for other tutorials that you'd like to see my write then don't hesitate to let me know! Intro For me, music has been an important part of my daily life, I grew up with a family that loved music, from a young age my mum used to enjoy cranking up the most epic of tunes from our little CD Player. We then used to dance around the living room singing the lyrics at the top of our lungs. Whether it was Living On a Prayer by Bon Jovi or Chop Suey! by System of a Down we had a great connection with the music and it was always able to bring us up when we were feeling down. Music was something that connected me to all of my friends, in some way or another, whether it be Ska and Funk or Heavy Metal, it meant that we always had something to talk about. As music never keeps still, it moves on and changes and develops, kinda the same as life. I've been writing music for a few years now, and something that's cropped up quite a lot is how developers seem to put music last on the "to-do" list. There are a great selection of amazing Musicians around the little area of the internet I live on. Something they’ve all managed to capture is that music that is enveloped into the game itself. It’s not thought of as a last resort, but something that is brought into the game early on and is integrated into the emotion of the game. Just as much as music has been and still is a part of my every day life (the music in your projects whether it be film or game) should be integrated into the game itself! With the IGMC contest finally underway I’m here to help you out creating/choosing themes for your own competition entries!†like this When you first get hold of your game assets, whether they are 2D or 3D it doesn't matter, you should think: "how do they sound", What do I want this art/image/sprite/character/map chip tileset/mesh etc... to represent in game. Take a minute or two to think, if I was to choose a "theme" for this, what would it be? If your answer to this question is: " I have no idea..." then this tutorial series is just for you. I'm gonna show you step by step how to choose/create a theme for your own games. So let's begin: Re & Apophis Screeny Here is a screenshot from Re and Apophis by Diaeitsch. Here today we're gonna figure out what we could use as a theme but before we begin a little comment to make here. Music is subjective. there are tools that can help, but there is no correct answer, there are many many different possibilities that you could use for this screenshot, and each of them will capture a slightly different emotion, anyway onto my analysis but anyway onto my analysis and creation of the track 1. Setting the Scene So first things first, when you look at the cutscene/map in your game that you're looking for music for you think about the emotion you're looking to capture. If you're looking at a beautiful forest such as the maps from this beautiful tileset by Celianna you might want something that portrays a light and magical feeling such as The Gentle Forest or if you're a fan of dark horror scenes using these horrific (but equally as beautiful) tile-sets from Frontier Works you might go for something that is a little more dark such as Obsession. Going back to the screenshot above, the style of the tiles and the sprites bring you to believe that it's an Egyptian game (which is then supported by the title and the fact the dev himself states it's an Egyptian game on his website. Once we've figured out where the game is set, we need to work out what is actually going on in your scene From what we gather there is a group of what appears to be soldiers ready to march at the command of the guy at the top. Now the guy at the top, he looks and speaks as if he's a character of power. Power. That's the first emotion and feel we've got...and nothing says power more than Brass instruments such as Trumpets, Trombones etc... So let's get this track started with some brass Brass Demo Something I also noticed whilst looking at the screenshot, was the look of the guards/soliders at the bottom, they were almost enthralled by him, they were all incredibly attentive to what he is saying. They seemed almost hypnotized by the Leaders comments, they don't want to look away they believe he should rule the world and take over everything! This idea of crowds of people responding almost hypnotically made me want to almost replicate the enthralling nature of a Leader/Dictators speech. Through the repetitive nature of the brass, it keeps a set rhythm which sticks in your head in hours to come later you will all be in my control! Now let's mirror this with some hypnotic rhythms... Brass and Drums Demo Lovely, adds a sense of urgency, and somewhat hypnotic rhythms. 2. Developing the Idea The thing about making music for games is that you'll hear the same thing quite often over and over again, in different cutscenes, so you've gotta ensure you can keep the attention. Sometimes you'll want something to be highly repetitive, but there's a point where things just get a little bit too annoying to hear the same music over and over again. What we've got so far is brilliant, but it's less than 30 seconds long, which will mean that, that 24 seconds will just loop and loop and loop and never stop, it's great at first, but we don't want to loose that hypnotic effect that the repetition brings forth. So we need to take the idea and develop it further. The process of developing an idea can be a little bit of a minefield, and can be pretty tricky, especially if you over think it. from the end of this 25 second loop we could go pretty much anywhere...we could take it to a place where the music gets faster and all you can hear is the thundering of drums. We could add a new tune aka "motif" so that the player isn't sick of hearing the same notes over and over, we could even create a happy upbeat second section to show how a soldier is fighting back against the Leader and wants to do good rather than take over the world.... The possibilities are endless, anything you can think of, you can do it. So where do you start? Well, the golden rule of creating music for a scene, go back to the source material if you are unsure, go back to your image, and see what that scene tells you to do....so let's do that.. Thankfully in this screenshot Diaeitsch has written a little bit of the Dialogue, which can give us even more of an insight into this scene. Now correct me if I'm wrong, but he doesn't exactly seem like someone who you'd take home to see you family and friends, especially with all the enslaving of enemies, and the power hungry need to rule the entire continent (at least it's not the entire world...) So let's play on that a little more...we've got the hypnotic part, now lets develop the brass line to spike a little bit of fear... Brass and Drums Section 2 Demo Here we've added a slow and desolate overlay to the repetitive and also broken up the drums slightly to make it feel a little more urgent...and dangerous. So this is great, but I think that we could add a little bit more, the second section is good but I really want to rap up the feeling of fear, and that something big is about to happen, this is where a lovely aggressive string section can come in, and really ramp up the pressure: Strings Ahoy! Perfect! This little string section adds tension by slowly adding alternating octaves adding more urgency and more concern to the piece, and adding that to the Drums and the Brass we have the following: Putting it All Together Example Almost perfect... however everything feels just a little bit dull, and just...missing something a little "sharp" just to really hit home how dangerous this guy is...so let's add some metal! (cymbals/gongs) just to finish it off! So that's the end of this little tutorial, I'd really appreciate it if you let me know what you thought, whether you found this tutorial useful and etc etc. Also if you want to know anything else about composing music, I'm happy to write another one!
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On top of that you can see at the top that OneCutStudio's work is NOT available for commercial use in game, it clearly states ON the sprites.
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Welcome to this months restaff with some under the water resources of joy! I hope you enjoy these resources and please let us know what you think! We love to hear what you think of the resources, and it means a lot to all of us to get feedback! You can download all the content here scroll down to find out what this month has in store: Tsarmina We have a beautiful mermaid this month from Tsarmina! Following on from VXAN's long tradition of Exclusive Characters On top of that we've also got a beautiful watercolor image to go with it! Allusion We've got some beautiful underwater tiles from Allusion! I think I say for all of us, freaking stunning! OneCutStudio We've got some fishy content from OCS this week, with some awesome underwater critters! Jonnie91 I come with a darker themed water piece this month! Lake of Lost Souls As always please let us know what you think, and tell us what you'd like for the next release
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I've got a new competition, if you're interested in winning a free comp visit my commissions thread: http://www.rpgmakervxace.net/topic/13353-reopened-jstewartmusic-commisisons/page-4#entry224048
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You are required to comment on others pieces BEFORE you add your own. Please comment on another piece that has been placed before you re-add the links
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Please keep one thread for all of your music, I've merged your thread to keep the forum clean! A great piece, can definitely see the Wild Arm influence there!
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Free Sketch-Lineart (-/- slots) - [On Break]
Jonnie91 replied to When Bugs Roam Ur House's topic in Literature Library
I'm an awful hoarder, it's still in the Lullaby folder I think it's like closer to 4 now...my two kids are 3, and you and I worked together before they were born. That is really amazing, how long it's been ... completely and utterly derailing your thread now, I'm sorry- 115 replies
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Free Sketch-Lineart (-/- slots) - [On Break]
Jonnie91 replied to When Bugs Roam Ur House's topic in Literature Library
Yup:- 115 replies
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Free Sketch-Lineart (-/- slots) - [On Break]
Jonnie91 replied to When Bugs Roam Ur House's topic in Literature Library
Holy. hell 0_0 that is some sexy artwork. What beautiful work! it's been such a long time since we last worked together, and bloody hell you were good then, but this...Holy freck. this is just beautiful, could it get much better :x somehow you've managed to turn line art. into pure sexiness.- 115 replies
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How do I re-size attached images?
Jonnie91 replied to Lazzamore's topic in Forum Feedback and Support
sadly you need to re-size them before you upload them :x inconvenient I know but sadly we don't have any forum software that can do that (yet) -
No. I want to see more YES These are brilliant I look forward to reading more ^^
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Maps to review- castles, countryside and more
Jonnie91 replied to Antioch's topic in Screenshots and Mapping
I'd suggest uploading them to imgur then you're not restricted by size -
Please try not to tell people where people should or shouldn't post, please try and leave it to the mods If you see a topic in the wrong place then click the report button and let us know As we can move the threads.
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And now it's happening to me :x can't open my notifications either!
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New update to the shop with new music: http://www.rpgmakervxace.net/topic/13353-reopened-jstewartmusic-commisisons/?p=216454
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Fancied doing some rambling about my old pieces: http://www.jstewartmusic.uk/blogs/musical-ramblings/18699553-tbt-looking-back-over-the-past-year
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It sounds quite remarkable really. Takes me back to my final fantasy 8 days of Waltz for the Moon

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@sateda: Ironically that is one of the original pieces I listened to to help inspire me

@Knight: Yup, more often than you'd think

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Should we organize a resource pack for voices?
Jonnie91 replied to EraYachi's topic in Theory and Development
I'm happy to help with the editing process once we get a few more bits and pieces, that way we can bring it all together and have it all as a similar quality -
Okay. after two days, I've nearly finished installing my new Instruments...I'll get to play them soon!
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Spirit Timer
Jonnie91 posted a topic in Archived Games -Projects that have been inactive for 12 months are stored here.
In a world of silence where time rules all many souls begin to fall.... -The Saviour Genre: Survival Puzzler Game Progression: We are 85% complete with the game. Due to feedback from a previous review by Amerk, the original demo has been removed. since the original game demo, almost everything has changed. Game Completion: = 25% Graphics: (50%) Spriting: (75%) Story: (100%) Eventing: (75%) Scripting: (100%) Life is peaceful in Sommini Village, there is no crime, or anger, or hate. In fact there is not much of anything. Every resident of Sommini Village finds themselves lulled peacefully into their final moments of their Spirit Timer...until it finally runs out. Akal finds himself trapped in this sleepy village, with the curse placed upon him. Can you find his way to freedom. and escape his Spirit Timer? Life is a fickle thing. You can be walking down the road one moment and the next second. You'll find your life ending before your eyes. You can never know when you are going to die. But what if you did? What if you knew the exact second you were going to die. What would you do? Would you do everything you could, to extend your life whatever the cost? Will you give up and accept your fate? Would you sacrifice yourself to save another. Would you live every day as if it was your last? The Spirit Timer can be a blessing and a curse for those of Somini Village. What will you see it as? Time based challenges and game play Professional Voice Acting Dynamic Dungeons Psychological Trickery Audio: JStewartMusic Voice Acting: Karen Dellaway Sprites: Shaddowval Level Design: SMC Games Scripting: Galv Modern Algebra Yanfly Tsukihime Rei Woranta/Necromus regendo Event Design: SMC Games Phillip Graphics/Tilesets: Cecillia Celliana Lunerea SMC Games Enterbrain Engine: Enterbrain Story: SMC Games Special Thanks: Amerk for the first review on RRR Jens Of Zanicuud for script advice and the beautiful title screen! Shaddow for just being awesome and helping improve this game RAPIDLY! Karen Dellaway for being evil and being amazing at it! Galv, Tsukihime and Regendo for script translations/Edits without which we couldn't port the project into VXA- 51 replies
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Spirit Timer
Jonnie91 replied to Jonnie91's topic in Archived Games -Projects that have been inactive for 12 months are stored here.
We're still working towards getting something out, still not positive whether we're going to release a demo, due to the way the story is designed, as the story lasts for 30 minutes unless you can find some of the rarely seen Time Sap or Amber. This'll extend your time. so you can discover more of the world and it's story. The ideas I've had are as follows: 1 - A separate project, which is more of a prologue (which'll give you some nice lore of Sommini Village, this story is already written, so it'd just need transitioning to RM and a few game play elements added from the full Spirit Timer. 2 - A demo of the first 15-20 minutes of game play, the timer will be reduced from 30 to 15, so you'll have less time to explore the game this way you can see how the timer game play works and if you're quick, then you'll get the opportunity to find the first Soul Search challenge and see if you can complete it 3 - A "gauntlet" style demo, where you go through a selection of Soul Search challenges, and a couple of puzzles as well, avoiding the storyline, so you don't find you ruin anything 4. No demo, just hurry the hell up and finish the game let me know which you'd prefer? and your reasons for preferring it!- 51 replies
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