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PostPosted: January 18th, 2006, 6:01 pm 
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I have tried many times to create music in RPGM2, but I have failed miserably each time. From what I have concluded it is a sheer waste of time to create music. Not only do the final results PALE in comparison to the quality used in the preset BGM's but there are not enough instruments to even mess around with! The best creation I've yet to hear is the Zelda Overworld Them re-creation by whoever (sorry, can't remember who made it), and even so-if that's the best that anyone can come up with, then what's the point!? I personally am a very critical person when it comes to music in video games, and obviously to create music for my own game would be a dream come true, but the limitations in RPGM2 are just too much for me-unless there is possible a way to get around such? For instance, is there a way to modify the preset BGM's?

You guys give me some input on your thoughts about music creation in general.


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PostPosted: January 18th, 2006, 6:05 pm 
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Have you already checked out this FAQ? It may help:

http://www.rpgmmag.com/rpgm2/faqs/rm2_music_faq.txt

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PostPosted: January 18th, 2006, 6:15 pm 
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I like tweaking the pitch and tempo of existing tunes.

They can be made unrecognizable.

Here's a list I posted elsewhere to show how diverse you can get:

Explore 1
Pitch 2
Tempo 200

Home 4
Pitch 0
Tempo 150

Castle 7
Pitch 3
Tempo 240

Castle 8
Pitch 9
Tempo 175

Battle 1
Pitch -1
Tempo 33

Battle 6
Pitch -3
Tempo 50

Boss 1
Pitch 0
Tempo 200

Boss 2
Pitch -1
Tempo 42

Theme 4
Pitch -1
Tempo 200

Theme 7
Pitch -6
Tempo 200

Theme 10
Pitch -2
Tempo 50

Mellow 4
Pitch -1
Tempo 300

Dungeon 5
Pitch -2
Tempo 200

Dungeon 5
Pitch -2
Tempo 200

This next one is used in the opening animation, and it shows what can happen to familiar music when altered. I think this opens up a lot of possibilities for giving areas "theme songs" and altering them at dramatic moments for effect.

Boss 3
Pitch -2
Tempo 66

And this one is also a variation on all too familiar music (the "Load" music)

Mellow 1
Pitch -2
Tempo 212

Home 9
Pitch 7
Tempo 240

Town 5
Pitch 9
Tempo 240

Castle 3
Pitch -12
Tempo 125

Mellow 5
Pitch 1
Tempo 300

Theme 6
Pitch -4
Tempo 125

Town 4
Pitch 8
Tempo 250

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PostPosted: January 18th, 2006, 10:56 pm 
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hmm, interesting. I've messed around with that a little bit before, but have never really used altered music in my game.

By the way, is it possible to create a music script that overlaps with a BGM? I figure it's possible, but does it ever make the song sound better?

P.S. yes, I've read that FAQ MANY times! the only reason I get angry about creating music is the fact that none of the instruments even sound good...and typically when you overlap multiple scripts and instruments, you get weird pauses in the music, making it hard to enjoy-and they sound like cheesy MIDI's compared to the semi-MP3 quality of the regular BGM's.


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PostPosted: January 19th, 2006, 12:53 am 
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RPGM2 can only handle 4 sound effects at a time. If a 5th sound effect is used, the first is cut off. I haven't fiddled around with creating music much, but it seems your best bet is to maybe restrict yourself to that many music effects each second. If you have longer notes, string that note together to lengthen it so it doen't get cut off as easily. And when it comes to sound effects for stuff like spells, try not to make them too magical-sounding, or else that music is going to be cut off. A lot.

True, you're not going to create anything as orchestrated as what RPGM2 provides by default. But sometimes even simple music can compliment a scene well. It might be tough, but try to come up with something that doesn't have drums hitting every split-second or trumpets trumpeting at 1000000 decibals. You'd be surprised at the decent music one could create.

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PostPosted: January 19th, 2006, 10:44 pm 
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Yeah, I suppose you're right. It's just-I want to be able to input cool Final Fantasy Battle Themes and things like that, but every time I've tried, the low quality just destroys the cool music!


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PostPosted: January 19th, 2006, 11:15 pm 
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Oh, that's easy. Start the music off with a harp sound (or harp-ish at least) at a low pitch and string it close together with more harp sounds at an increasing pitch 5 or 6 times. Then take the bass sound effect and play it at something like pitch -5, -5, -5, -5, -5, -5, -7, -7, -5, -5, -5, -5, -5, -5, -7, -7. And then, create a fitting song to follow.

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PostPosted: January 19th, 2006, 11:17 pm 
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No, I literally mean putting the battle themes into the game! I have sheet music and know very well how to convert it into RPGM2 scripts, but the overall product just isn't worth the effort. You said it yourself-you can only have up to 5 instruments at once!


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PostPosted: January 20th, 2006, 5:22 am 
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You may want to consider RPGMaker XP.

You can do all that stuff easily, but it is a 2D maker and that is what is keeping me from getting it just yet.

Peace.

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PostPosted: January 20th, 2006, 6:57 pm 
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Actually, Rpg Maker 2000, 2003, and XP are what got me hooked! I used to be a master at RM2k, but then all of the new ones came out and I just got sidetracked. I REAAAAAALY wish that a new RPG Maker would come out (RPGM4) with the SAME event system as RM2k!! It's sooooo much easier and makes PERFECT sense! Combine that with the RPGM2 system GOOD graphics, and the RPGM3 map-creation system and you have yourself the perfect game!

P.S. they also need a music editor! a literal staff with notes so you can create your own songs!!

Also, the biggest improvement of all would to be an IMPORT option! Then you could import music files, SFX, and pics and use them to create a truly CUSTOM game!


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