16 November 2021, 17:33 | #21 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,595
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As things are right now, purists might skin me alive when they found out how i did remix Jackal NES OST for Neeso version -_-
And poor Neeso got some negative feedback too, because had to use NES as a reference rather than the arcade due to Scorpion Engine map size limitations [ Show youtube player ] (btw it seems milkytracker made mods plays a bit out of tune compared to protracker and libmikmod, stumbled hard on that last night testing songs for Rockbot 2) [ Show youtube player ] Loved your Metal Gear soundtrack Rendition however! That is what i want to hear from new Amiga games, a cut with the usual intro-demoscene-y style of the 90s Last edited by saimon69; 18 November 2021 at 18:44. Reason: Added rockbot 2 capture |
16 November 2021, 17:51 | #22 |
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This is the reason why I still use ProTracker 2.3D because I'm confident it's going to sound the same when it gets into the game.
Turns out I've now run out of original source material to do renditions of now as the original game only has 2 in-game tunes and 2 boss tunes for a total of 8 levels. So all music from here on in has to be original. I posted the Level 3 music on Twitter last night. https://twitter.com/djh0ffman/status...86929309011974 Looking at the video you might be wondering how I'm going to squeeze a 300k+ module into the game. Well the size on this is misleading as it contains loads of unused samples and patterns. Dev stuff... I've built a tool which collects all the modules for the game, optimises and removes anything unused. it then builds a sample bank so samples can be shared between the modules at no extra cost. it can even have the same sample in the same module without using extra chip ram, just adds the reference when the game code rebuilds it in memory. I "think" this one takes about 90k of chip ram for samples. Oh and all the samples have been 4bit delta compressed making them half in size. When an tune in-game is needed, all the samples are uncompressed from fast ram to chip, pattern data gets unpacked and all the samples get referenced in the replayer. |
16 November 2021, 18:14 | #23 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,595
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I got spoiled by the multithreading of Milky - fits well with my chaotic workflow - so is hard for me to go back - unless someone do a multithreaded protracker -_-
in the meanwhile am going to do the tune up on protracker afterwards Last edited by saimon69; 16 November 2021 at 18:46. |
18 November 2021, 19:58 | #24 |
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18 November 2021, 19:59 | #25 | |
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Quote:
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19 November 2021, 18:12 | #26 |
Zone Friend
Join Date: May 2006
Location: France
Posts: 1,835
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Many Arcade games do have poor musics compared to what an Amiga can do IMHO.
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23 November 2021, 17:24 | #27 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
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23 November 2021, 18:44 | #28 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,369
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it really depends on the arcade game. Some have really good music (Marble Madness, Dragon Ninja) even if FM synth.
Also consider that the sfx / music of those arcade games were also drowned in the noise of the arcade place / bar. |
23 November 2021, 19:18 | #29 |
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That game looks great and the music sound great. H0ffman only make quality.
This is the kind of game I love. Looking a lot forward to this On top of this OCS 1MB. Respect! |
23 November 2021, 19:28 | #30 |
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I have to be honest, during the early stages of development I didn't think it was an interesting project. I had seen the videos of the original version of the game and had labeled it as a simple little game, nice but nothing more. But I have to say that now I have changed my mind, the reinterpretation on the Amiga adds a lot of style, and the work in general is very well done. After watching the stream on AmigaBill this feeling has settled even more, the music obviously has a lot of merit in this regard, but the details and playability also seem really top notch. Really promises to be a real gem. Congratulations and I can't wait to try it out on my Amigas.
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28 November 2021, 16:11 | #31 |
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02 December 2021, 15:54 | #32 |
Global Moderator
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02 December 2021, 20:38 | #33 | |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,797
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Quote:
Must be rose tinted nostalgic goggles you are wearing. |
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30 December 2021, 10:28 | #34 |
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Location: London/UK
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Finished my graphics work for Knightmare.
Hello guys,
Yesterday I had finish my work on all the graphics for Knightmare, if was a long road. I started on 6th July, until 29th December. Unlike Metal Gear, in Knightmare I improved all the sprites and background tiles, add more frames to some animations. I mainly use 16 colours for the sprites (BOBs) and the other 16 for backgrounds (every stage got different palette on this part of the palette) but I used the some colours of the entire palette as well. I had been very careful with the background and sprites contrast. The final door where done with Lightwave 3D and pixel arranged. I got an idea of new power up that is not in MSX. The menu design was mine as well and there is an ending picture. I hope you enjoy the game when is released. |
30 December 2021, 11:39 | #35 |
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You are great, I'm waiting your conversion 'cause I always loved this game on MSX
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30 December 2021, 14:21 | #36 | |
Going nowhere
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Location: United Kingdom
Age: 50
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30 December 2021, 15:02 | #37 | |
Global Moderator
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Quote:
Indeed. Given the troublesome nature and intricate idiosyncrasies of our community, I thought I'd never see the day of proper collaboration, in spite of several tentative forays of the past. I can't wait for this, TBH. 'Knightmare' is one of my favourite MSX games and it has already been properly converted to the ZX Spectrum. The Amiga version is a more than welcome version as well. |
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30 December 2021, 15:40 | #38 |
Moon 1969 = amiga 1985
Join Date: Apr 2007
Location: belgium
Age: 48
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great game and a great work !! Congratulation to the team.
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30 December 2021, 18:40 | #39 |
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Having a collaborative team working on a project is the key to success. Many times interesting projects suffer from defects due to the work done only by one person, even if talented. After all, in the 16-bit era, the greatest masterpieces are the fruit of well-organized and motivated teams, not individuals. Having said that I can't wait to see this gem for our Amigas.
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05 January 2022, 17:21 | #40 |
Moon 1969 = amiga 1985
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