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Found 4 results

  1. Hello, looking to commission 5 main cast character animated sprites for rpg maker MV (including walking, battler, and damged sprites). I have full body designs of each character I can send if you are interested sprite artists can name there price, please send your portfolio or a sample of your work thankyou -tyler
  2. Saltwater Croc

    audio Iron Croc Music Fortress

    CURRENT STATUS: CLOSED I am a freelance composer. I come from a long line of musicians, both my grandfathers played music by ear. My paternal grandfather could play any instrument he touched. Except for the piano. My maternal grandfather could play one instrument only. By ear. Guess what it was? That's right, the piano! All my life, music has been a huge part of me. From the very first time I listened to beloved video game music from Super Mario Bros 3 from the NES, I was hooked. I have roughly 9 years of musical composing experience. I specialize in adventure and RPG type game soundtracks. Some of my greatest inspirations/influences are Lamb (As in "I will Talk to my Brothers" ) Koji Kondo (Mario, Zelda) , Jun Ishikawa (Kirby) Nobuo Uematsu, Loreena McKennitt, Aivi Tran, and Earth, Wind, and Fire. Thank you for your interest in commissioning me. Here is a preview of my work. https://soundcloud.com/simondlseamusic/portfolio-demo Rates Non-Commercial and Commercial: $30 per finished minute. PIPE ORGAN SOLOS ** $45 per finished minute. The Deathswallow Virtual Organ has FIVE MANUALS with string pipes, reed pipes, brass pipes, standard pipes, swells, and big, huge bass pipes. The organ can crescendo and decrescendo. It can sound as big as a great beast, or as tiny as a little butterfly. ** Pipe Organ Solos will allow you up to two additional instruments, except the Piano. Terms and Usage I accept PAYPAL ONLY. All prices are in $USD. RUSH ORDERS (Less than 7 days) WILL BE DOUBLE THE PRICE. Please note: Client is expected to pay ALL transaction fees (which are a percentage of the final price) Only one track per order at a time. (This may change as you grow to be a regular client.) Please provide a minimum of two (2) visual references. Please describe in detail what you want your piece to sound like. Please try to avoid direct soundalikes. While I understand that most music is inspired by other music, try to be original! (Example: Instruments desired, general emotions/feelings sought-after) Please be aware that if we work together long-term on a single project, you may need to be willing to reveal plot points if necessary, including spoilers. I operate on an NDA (Non Disclosure Agreement: I will not discuss your project(s) to other people. ) Client must read , acknowledge and agree to all terms of usage before the process begins. Please acknowledge this in an email along with your order. I compose for original projects only. No fan project requests, please. Client will receive track upon FULL PAYMENT for TRACK. USAGE: Upon use of my services, you, the client agree that I, the composer, will retain all rights to any music I compose for you. (Licensing is currently unavailable.) I may use any music I compose for you in my professional portfolio AND across social media sites. (However, I will never use client music in my personal projects.) You, the client, have exclusive right to USE whatever I compose for you; no one else may use it. You credit me in-game as well as outside of game as: Simon S. De La Cruz That you please spread the word if you are satisfied with your results. (Also give me a like on Facebook! Follow on twitter) You are entitled to ONE (1) major edit free of charge. Any major edits past that will result in a 50% additional fee of final composition time. BE SURE YOU KNOW WHAT YOU WANT AND YOU KNOW WHAT YOU WANT CHANGED, PLEASE! FOR COMMERCIAL PROJECT CLIENTS The above agreements apply, PLUS You send me one free copy of your completed game, app, or merchandise, as it appears in-store. If you would like music for your commercial game to stay under wraps until a certain date, we can work something out. (Commercial clients ONLY)f FOR ALL CLIENTS: When music is completed, you will be able to listen to it as a preview. The preview will be of very low quality and will have audio watermarks all throughout. Once payment is received, you will receive your track in .WAV file and .OGG format (programmed to loop!) MP3 format files are not available. Requests will be fulfilled in the order they are received. ATTENTION DEVELOPERS: I DO NOT LOOP MUSIC FOR NON-RM GAMES. If you are developing a non-RM video game and want a looping track to have an intro, you will have to do the programming yourself! Music usually typically takes one week* from time commission has started to complete one track. Complicated requests or insufficient information may result in music taking in excess of two weeks to complete one track. ( *Not counting time to redo major edit requests.) You will receive notification via eMail and/or PM once your commission started. I do not do covers of existing pieces or songs from video games, programs, apps, or shows. Client must read, acknowledge, and agree to all terms of usage before the process begins. Please acknowledge this in an email along with your order. Business contact (eMail preferred) Thank you for reading! I look forward to doing business with you.
  3. Good day forum. This is my first post reaching out for help with my project. Please assist with scripting any or all the below list of effects for an action battle game: Projectile firing (along with mouse support) Freezing tiles Horde Summoning skill 2 person caterpillar alternating attacks Projectile firing: I need a script that allows for projectiles to be fired using a key or mouse point and click along with some additional effects: receiving damage from over firing, and a cool down requirement. In RPG Maker Web Forums, I found a script topic from user Galv (although it is for MV) called Galv's Map Projectiles: In the thread, there is mention of firing projectiles at mouse location from player location and even a demonstration video. I am looking for a script like that but with an effect that if the mouse button or key is hit too frequently in a short time, damage is received. This may possibly need to appear in the form of a gauge that cools down over time but will cause damage if full. Freezing tiles: What I mean by this is a script that allows a player's attack that marks a tile on the map to cause sprites that walk on it to stop in place. For example, if a mage has an attack that shoots ice magic on the ground and enemies walk on those spots, they will stop moving. So it would not be the same as directly attacking a sprite to freeze it. Horde Summoning: I need a script that activates once a specific item is equipped by the player. After equipping the said item, the player would be given a new attack which, once the key is pushed, causes a cluster of sprites to be summoned to attack nearby enemies. There is a script called Link Equipment To Skill/Item by user Demintika. It allows equipment to be liked as a skill or usable item. I would like a script similar, but would provide a skill to summon sprites in an action battle game. 2 person caterpillar alternating attacks: On any map with one player and one follower, I need a script that allows either one of the sprites to attack enemies using different keys. For example, the party leader attack animation will run when the x key is pressed, and the follower attack animation will run when the z key is pressed. So two characters are basically acting as one player. I would appreciate assistance with any of the above mentioned effects. And this is commission work, so I will negotiate rates with the scripter(s) that are willing to help. Please PM me if you are interested. Thank you, and best regards RPGM'ers.
  4. I have managed to edit symphony engine (which is allowed by the terms of use) and now the characters actually walk towards their targets and remain there for melee attacks, while they keep on their original positions for ranged attacks. I have only one problem: I need to make the sprites recognize when a space is occupied or not, and "dodge" an occupied spot (to avoid 3 or 4 characters standing on the exact same place because they are attacking a single target, for example). This will also make the battles less confusing. I managed to implement the features from Yanfly Area of Effect and Vlue's Formation bonus, so the resulting battle system IS actually getting interesting. If someone is interested on working on this, just PM me and I'll send you the scripts (or better yet, I send the whole project). I assume this is a "simple" request, but if it's over-complicated I'm willing to pay for it. Thanks guys (and girls)!
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