-
Content Count
57 -
Joined
-
Last visited
-
Days Won
9
-
Man it's been a while haha. I'm just wondering, is it within our rights to take a MIDI from 2k3 (or XP or 2k or even 95) and put it into a DAW and remix it? I own 2k3 so I know I can use its music as it is, but I'm not sure about the legality of editing it, or even totally remaking it.
I was going to ask this in the official RM forum but that site confuses me with its many, many subforums, I had no idea where to place this question. Plus I like this place better :P
-
Pretty sure no one here is a lawyer, a real lawyer probably wouldn't give free legal advice to a stranger anyway, and even if I did the answer would probably be a long winded version of "it's complicated".
Here is my likely ignorant rule of thumb though: It's always gonna be a gamble.
How so? Well let's imagine a game. So you want to use this music... You got to make a bet! If you win you keep your money and get to use the music, if you lose you lose all the money. But there is a trick! Not only is it a bet, it's a blind bet. You have no idea how much you bet unless you lose.
Okay let's look at your hand. Oh so you own 2k3, okay add some points. Oooh, but you aren't actually using the music in 2k3, that may cost you some points. Oh but you aren't actually using the music it's self, okay add some points... but it is a remix so take some away. Uh oh, you are using the original midi? My my that might cost you some points! And so on.
Now to your opponent. They only get to play if they pay attention. If they don't notice you use the song at all you might win by default! But not so fast! They can play any time they want so it might be years before they make a move and you won't know!
So you have your hand and your opponent has theirs. What kind of hand could they have? Now if they play they may or may not have a better hand then you, but that's not the end of the game! Oh no no no. If your opponent plays they can use money counter bet by hiring a good team of lawyers. Now you have an opportunity to counter counter bet, but I bet you have far less money then they do don't you?
Now I donno about you, but that all kinda sounds sus to me. I think I rather not play that game and just use free stuff or make my own when I can. :3
-
PhoenixSoul reacted to this
-
-
-
I want to be able to play more than one BGS track at once, while also having a BGM playing. Is there any possible way to do this in VX Ace?
- Show previous comments 6 more
-
It's probably impossible to get a seamless loop due to frame rate fluctuations, though you could probably get closer if you edited the sound to be exactly the right length in frames. Either way, you might need to add a fade out/fade in and just let it overlap a bit. Or another option might be having shorter motor/revving sounds that are designed to play intermittently rather then loop.
-
PhoenixSoul reacted to this
-
I know you don't like the FMOD script but I'm not wrong when I say it does indeed allow for multiple BGS (audio channels), right? If that's the case then I guess I'll look into getting it to work because that's the only good solution here, it seems.
...The only problem is, I literally can't find any clear cut documentation for how to play another audio channel. The documentation that comes with the script focuses only on getting DSP effects to work, which I have no interest in.
This is the only thing that seems related to specifying a channel that I can find:
pos = APU::CURRENT_CHANNEL_VARIABLE v = $game_variables[pos]
And I have no clue on how to make use of that
-
PhoenixSoul reacted to this
-
It's not so much that I dislike the script and more that I have run into problems trying to use it. I think it has trouble working on some computers for some reason. Anyway APU::CURRENT_CHANNEL_VARIABLE should be set to a number near the start of the script shouldn't it? I think you just need to set that variable before you play a sound and it will play on that channel... I think?
-
PhoenixSoul reacted to this
-
I know MZ is brand new but I'm still curious, are the plugins being made for MZ just ports of MV plugins or are there a lot of original plugins being made? I own MV but I haven't used it all that much so I'm not familiar with its plugin library so idk how many of the new MZ plugins are just ports or not
-
I think it is a mixture of both.
I believe that there are some plugin makers that are porting some of their RGSS scripts to MZ...-
UncannyBoots reacted to this
-
That's really cool, are they scripts that didn't really have an MV port?
-
PhoenixSoul reacted to this
-
@Tsukihime mentioned in one of her status posts that she'd be having to port her Tag Manager script to MV from VX Ace for a grid battle feature she's developing for MZ. I'm certain that there are other examples of MZ plugins that are being ported in from XP/VX/VX Ace...
-
-
Just learned of MZ and I was excited until I actually watched the showcases of it.
It's just MVAce. And I don't like MV much to begin with. The only thing that wowed me is that it has multiple mapping layers... but that's not much of an innovation, when XP did that in 2006. And they don't give you many layers. Which isn't a huge deal but, really, there's no reason to limit the number of layers much.
I wish the creators of RPG Maker would make something truly innovative. It doesn't need to be revolutionary but couldn't they at least... try? For starters how about letting me choose my tile size? Other game engines do that easily -- even Pixel Game Maker does this iirc. I would love to be able to use 32x32 sized graphics again. I mean, there's a ton of things they could add, all of which would be doable. I listed my wishes in this thread about my dream RPG Maker and I don't think most of these would be hard to implement -- especially not for professional programmers who make these engines.
- Show previous comments 1 more
-
Well, Wolf RPG allows tile size selection, among other things, but it's definitely different.
XP, it's still amazing as far as mapping goes. Why else would I have it?-
UncannyBoots reacted to this
-
Last time I checked Wolf RPG, it didn't have many english tutorials and community support. Has that gotten better?
-
PhoenixSoul reacted to this
-
Not sure about better, but there is a game project that is entirely in english that acts as a tutorial.
-
UncannyBoots reacted to this
-
Dabbled in making 3D models after being addicted to Skyrim again, and I wanted to make some mods. So I learned Blender (somewhat) and then thought "man, my life dream has always been to make my own AAA quality 3D action adventure RPG game. I should totally learn Unreal Engine." I thought, hey, it has blueprints, so that's already sort of like RPG Maker, but for 3D, right?
Well after two weeks of hell, with every solution I find for a problem coming up with 3 more issues, I have decided not to go down the 3D game development route.
-
Yeah, 3D environment is way more difficult than 2D. Making decent looking 3D models is a challenge itself. Making great 3D games would be really nice indeed, but one does not simply make one.
-
PhoenixSoul and UncannyBoots reacted to this
-
The number of solo devs that have done fully 3D games is less than a hundred I think.
Nadeo is one example, but only for the first Trackmania game. A lot went into that game, and it's definitely not bug-free or even the best polished, but it was done by one person, in less than a year I believe it was.-
UncannyBoots reacted to this
-
Having every solution you find for a problem coming up with 3 more issues sounds like game development in general really. Even in RPG Maker that seems to be the case more often then not if you try doing anything beyond a bog standard RPG. It can be frustrating, but I think most of the time if you really look at what is going on you might realize something important:
Though you will keep finding more and more issues, they aren't actually endless. Some new issues you will find are really the same as or closely related to issues you have seen before. Most of them follow a predictable pattern, and if you figure out that pattern eventually you will start solving issues before they even become issues. If you really examine the problems involved, you can become good at anything if you stick with it long enough.
It's never that easy or simple, but I think the really tricky part is finding the determination to stick with it long enough to get better.
-
UncannyBoots and PhoenixSoul reacted to this
-