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Everything posted by Jonnie91
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....2am. I never thought I'd see you again...Blame Galv

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You might find it easier, if ya waited for me to reply I was just about to ask myself
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Looking for someone who is fluent in Japanese to proofread some text for me! Contact via PM for more details!
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Daaaamn they good houses!
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@Master Taffer: A great piece of music, but felt like it was slightly missing something, I can't put my finger on what, but for me personally it could do with some subtle background ambience, something like a choir (if you're going for a darker/mysterious feeling) or if you're going for a lighter feeling just a twinkling pad on the lower octaves of the piece will fill it out a bit more. Other than that, it's a great piece I just finished a new track with the Adagietto strings from 8dio (some beautiful strings, expensive, but god damn beautiful) and I'd love some feedback on the piece:
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They are both free for non-commercial use, you can download them here and here. If you are looking for more free music, I do have a LARGE selection of tracks for you to take a peak at here (also, if you do have a couple of dollars spare, I do non commercial non exclusive commissions (means you can actually get near enough exactly what you want for a couple of dollars )
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I've got a few free tracks that could be useful for you: The Magicians Sorrow, isn't quite piano, but is still very emotional I swear I've got a few more lying around, I'll see if I can find them
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Mysterious Piano Title Screen Music (Indie Horror)
Jonnie91 replied to Knighterius's topic in Music Room
You can now download it from the ReStaff page,- 4 replies
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Right the numpty has fixed the error, you can find the download at the top of the page and also... Yurp Allusion has some lovely underwater tiles Thanks to everyone who took part and look forward to next month! Yeah, it was a busy month for a lot of the staff this month, but don't forget if you DO have content for a restaff, send me a PM
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Okay silly me, I'm not at comp at the mo but I'll add the link ASAP had to make a slight change due to little mix up it'll be fixed shortly
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Mysterious Piano Title Screen Music (Indie Horror)
Jonnie91 replied to Knighterius's topic in Music Room
I have a lovely track that you might find useful, howssat?- 4 replies
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This month we've got a great selection of musical & Cinema related content for use in your brilliant projects. As always you can download all the content here and feel free to let us know what you think, and give a great big thanks to all the wonderful people. Jonnie91 This month I've got two tracks for you, the first one is called "Nothing But Misery (in The Monsoon)?" This is based on the track I wrote for April 2013's ReStaff: Musical Madness. The second track for this month is a track entitled "Am I Really Gone" which is a sad melancholy 3 minute piano track suited for use as a character theme or maybe a title screen. Please note however that this one isn't a looped track due to it's length, and also the way it is composed. Charlesthehurst A selection of beautiful musical related title screens is what's on the agenda for Charles this month! Beautiful Tsarmina This month Tsarmina has brought us a portrait of the popular Vocaloid Miku! We've got a bust and a face for her! Beautiful! Allusion & Spectre Allusion and Spectre team up to create 2 custom characters, including busts emotions and sprites! Alongside this Allusion has also included some lovely icons! TheoAllen This month, Theo has created an awesome sound emitting event which makes events emit a sound and then the further away you go the quieter it becomes! WBRUH This month we've got some beautiful tiles from Bugs, including a projector screen, a selection of mics and speakers! OneCutStudio This month, OCS has brought us not one but two musically window screens, alongside this a variety of different sprites, for you to use Jonath4nC and finally we've got a beautiful Bard from Jonath4nC with this you receive various walking sprites and animations and also with his face and bust as well! Thanks to all of our restaffers! and content creators, let them know your appreciation below!
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Actually there is a cheaper edition of FL Studio which is hopefully what he has purchased. If in the event you HAVE "acquired" a copy, I'd highly suggest removing it from your computer and using a freeware alternative such as LMMS which can do the majority of the things that FL Studio can do.
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When you are starting out, it's really the case of just trying it out. You've just gotta find where your little part of the musical world is. Music relating to RPG's are commonly using "Orchestral" instruments. If you are wanting to keep it as cheap as possible (i.e free) then I'd highly suggest DSKMusic VST's and instruments. They are incredibly amazing for starters to use. If you are wanting to go for a more classic RPG Game feel than I highly suggest FluidR3 and Cadenza Strings. For a slightly more modern day orchestral sound try Sonatina Symphonic Orchestra! If you are happy to spend a little bit of money (but you're still on a tight budget) Garritan Instant Orchestra is a great start, especially if you have zero knowledge of how to write for an Orchestra Other than that, it's just a case of keeping on trying, listen to pieces you would love to recreate, and just do it
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Dynamic SE: Region ID's Welcome to my FIRST VXAce tutorial. I'm back again from my LONG break from tutorial writing. This is my first eventing tutorial. Today I'm gonna show you how to create dynamic SE using Regions! Tutorial Level: Requires: Basic Knowledge of Switches, Conditional Branches and Common Events Clock SE (RTP is acceptable) What we'll cover: Activating Common Events using Events Using Region ID's in conditional branches using coding What we're going to work on today is an event in which when you character walks closer to an object, the volume of said object increases. This is something that could be done in the previous engine, but required ALOT more effort. Thanks to the addition of Region ID's we can now utilize this tool to make it so much easier. First of all here here's an example of how it works: https://dl.dropbox.com/u/35215367/My%20Tutorials/Dynamic%20SE%20Tutorial/DynamicSE%20Example.flv So what's the point of it? There are MANY points to use dynamic SE in your project. It adds a sense of realism into your game world, if there is a clock in your game world you can make it simply make a sound when you enter a room, but can you hear a clock in your house from the front door? Chances are not very likely, and if you CAN manage to hear it. It's no where NEAR as loud as if you were sitting right below it! The clock example used in this tutorial is as basic as it gets (and it just so happens I'm using it for one of my projects) and is meant as an example, Step 1: Region ID Setup: Now this step depends on the size of your maps, but what you want to do is setup your region id's first of all so switch to the Region ID View on the Toolbar or press F7. Start off by selecting Region 1 and filling in the squares that are immediately next to your sound object I ensure that cover EVERYTHING, even if the player can't walk on it currently, it means that if you have to change the map for whatever reason. You don't have to edit the regions later on. Once you have done this move on to the second region, and fill about 1-2 squares out from 1 Region, (depending on your map size) Once you've done the first couple, it is then you need to decide how far away you'll allow the player hear the SE from. In the example above, i'd like the player to hear the music until they start leaving the room. So continue to use a new ID each time you want the SE to be quieter: Last of all you need one more region ID. This region ID will be dedicated to stopping the SE all together (as in it's just too far away to hear) In this case however you only need to place one sqaures-width around the area, as it's now going to be used to turn off the SFX: Step 2: The Common Event: So the setup is done, however if we run this in game. nothing happens. That's because all we've done is setup the Region ID's. We now need to assign the audio to EACH Region ID. This can either be done in a Common Event, or with a Parallel Process on the Map ID. I'm gonna use a Common Event for reasons I'll go into later: Now, what we are looking to do is to check which Region he's currently in, and then do something if he is standing there. the easiest way of doing this is by using a line of code: $game_player.region_id == n Basically what this snippet asks is IF the region the player is standing in is equal to n (the number) Now, using the snippet and Conditional Branches, we can check to see whether the player is standing in a Region Id that we have assigned, and if it IS then we can do something about it. Nice and simple, so what you need to do first is open up either the Common Events tab in the database (or create a new Event page in the map you wish to assign it to) and create a conditional branch checking to see whether the player is standing in Region 1. Remember to ensure that at the bottom of the Conditional Branch window you tick the following: Inside the Conditional Branch assign the SE that you want at the loudest volume you're going to use: Repeat this for ALL regions you've used in your map. Remember to assign your final region to FADE OUT the SE at 1 sec: Final Steps: Activating The Common Event Before exiting the common event create a switch called: "Dynamic Sounds" and set the trigger and the condition switch as below: This step is ONLY needed if you are using a Common Event. Now what you need to do is go back to your map and create a player touch event which activates the Common Event as and when you need it. I'm gonna show you the one that ensures that the Common Event is only active when you need it. What you need to do is set up a Player Touch event, somewhere where you KNOW the player will walk. I'm gonna set up my player touch events here: I know that my player will walk through here to get near to the clock which makes the noise! So let's setup the event: Note that I've set the Priority to Below Characters and the Trigger to Player Touch. This ensure's that you can stand on the event, and it activates the MOMENT you stand on it. And that's it Homework: Show me how you used my tutorial. I'd love to see your examples in how you've used this event system to make your game realistic! Credits: Tilesets: PV Game's High Fantasy Resource Bundle (1 +2) Screenshots: Elemental: Cinniunt Tine Any Feedback or Comments on the tutorial, have I lost my touch....or am I back to my top form of tutorial creation! Have I helped you? let me know in the comments below!
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Can you please confirm whether this is a commercial or non commercial game, as it appears it's a commercial game. If this is the case, you're probably going to find it difficult to find someone to write a free track for a game you're going to sell. Also, are you wanting exclusive rights to this track or are you happy for other people to use it? This would also affect how likely someone is going to be willing to help. It would also be really helpful if you can post a video/link to the track you referenced. As there could be many different versions. The more examples you add the better
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(WIP) Re & Apophis [Vx Ace]
Jonnie91 replied to Diaeitsch's topic in Archived Games -Projects that have been inactive for 12 months are stored here.
Nice to see you bringing the game over here, I really do like the custom tiles you've used, it has such a lovely clean feel to it!- 13 replies
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Whats the best way to create that "16-bit" style music for a JRPG?
Jonnie91 replied to meraxes's topic in Music Room
What would have been preferable would be for you to mention what VST's you used, rather than just say they're good and show off your work. It can come across as quite rude, if you only share your work, which a lot of your posts have been like that. What I would suggest you do, in future is to share HOW you make it, not just go "This is my album". That way it'll give off a better impression. The entire premise of this forum, isn't for advertising your work. It's a small place where fellow musicians, and new musicians can get and share new ideas, talk about how you compose. I second tweakbench! Their instruments are brilliant Alongside this Plogues Chipsounds is a brilliant paid alternative!- 12 replies
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Whats the best way to create that "16-bit" style music for a JRPG?
Jonnie91 replied to meraxes's topic in Music Room
This has NOTHING to do with what this thread is about it is asking about what INSTRUMENTS. He's not asking for examples.- 12 replies
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Whats the best way to create that "16-bit" style music for a JRPG?
Jonnie91 replied to meraxes's topic in Music Room
soft-synths would bring a more synthetic sound, as would be used in that day and age, there are quite a few SFz that work really really well for 16bit content! FluidR3 is one that has come to mind- 12 replies
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This is NOT the place for advetising a game you've created. This is for ideas that you want to gain feedback, not about a game that you've finished. Please create a thread inside the submission forum.
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Certainly Closed on Request
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Yes please,This content is released under the same TOU as all my free music
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Welcome to the Horror In the Orient ReStaff release. This release is a double release, for premium members you've got some exclusive content in addition to this release! You'll find it in the Premium Resources Subforum. However, for standard members we've still got a great amount of resources this month, including a guest ReStaffer! So let's begin: Jonnie91 This month I have quite a few tracks for you to enjoy this month. 3 full loopable BGM tracks including an Ambience Track 1 Game Over and Battle Success BGM and also 3 SE tracks including fire and monster SE. You can download them all in the RAR file below! Cecillia Belle Lacroix Cecillia introduces two new ReStaff Exclusive Characters Heizuke and Chizuru you'll find facesets and Busts for these two in the Rar file below pjcr Pjcr has returned to bring us an undead muay thai Sprite. Premium Members will find a battler to go with it in their Resource Forum. Charles Hurst Charles is our guest contributor for this month, he's provided us with a Kanji Iconset and also a Miko Shrine Maiden RTP edit for your enjoyment! As always we hope you enjoy this months ReStaff release, and if you're a premium member check out your forum as you've got more to come including an exclusive battler from Ritsukou and also some exclusive tilesets from Cecillia and more music from yours truly! Download! To download all the stuff shown about and more click here. As always please ensure to let us know below what you think!
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