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LongeBane
Fluffy Bunny of Doom


Joined: 21 Mar 2005
Posts: 17

PostPosted: Mon Mar 21, 2005 7:40 am    Post subject: Works of the Clef, Celoda [quote]

try this on your piano

Pianolisto Transisto; Track 12 of the PhantasmicClef Collection

this on your guitar

Land of Beginnings; Track 41 of the NeoClef Collection

try to find all the hidden melodies in this song

Dark Glimmer 2; Track 57 of the NeoClef Collection
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XMark
Guitar playin' black mage


Joined: 30 May 2002
Posts: 870
Location: New Westminster, BC, Canada

PostPosted: Wed Mar 23, 2005 2:53 am    Post subject: Re: Works of the Clef, Celoda [quote]

Pianolisto Transisto
err... I think I would like this more if it wasn't so obviously a MIDI instrument. It desperately needs more variation in volume and tone, though I like the complex harmonies.

Land of Beginnings
I like this one better, the effects give it quite an interesting feeling... whaaaa, it's over already? I think this sounds like the intro to a trippy synthy pop song. Doesn't stand too well on its own but if you make this one part of a full song I bet that would kick ass.

Dark Glimmer 2
I'd say this one is much better than the others, this one feels like a full song rather than just one MIDI instrument. Nice mixing of the different tracks, nice synth effects, and the dynamics work. Not exactly my genre but good nonetheless. Hmmm, another sudden abrupt ending. You really need to work on ending your songs. Even a fade-out would be better than suddenly cutting things off without warning.
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Mark Hall
Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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LongeBane
Fluffy Bunny of Doom


Joined: 21 Mar 2005
Posts: 17

PostPosted: Wed Mar 23, 2005 6:07 am    Post subject: [quote]

Pianolisto Transisto could be done must better using better soundfonts and volume control. Though I do not have such soundfonts and I am not very good with volume changes

Land of Beginnings is part one of a more complex track.

Dark Glimmer 2 is part two of a more soft track.

I keep most of my songs with "abrupt" endings so they could loop seamlessly.
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LongeBane
Fluffy Bunny of Doom


Joined: 21 Mar 2005
Posts: 17

PostPosted: Wed Mar 23, 2005 9:22 am    Post subject: [quote]

And so we continue the Celoda

http://www.rpgsource.net/longebane/29se_Sword_Toward_the_Sun.mp3

http://www.rpgsource.net/longebane/59_It_Is_The_End.mp3

http://www.rpgsource.net/longebane/35se_Aloft_in_the_Mountains.mp3
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LongeBane
Fluffy Bunny of Doom


Joined: 21 Mar 2005
Posts: 17

PostPosted: Sun Apr 10, 2005 10:03 am    Post subject: [quote]

http://www.rpgsource.net/longebane/DarkGlimmer.mp3

This is the first Dark Glimmer. Soft and gloomy.
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LongeBane
Fluffy Bunny of Doom


Joined: 21 Mar 2005
Posts: 17

PostPosted: Tue Apr 26, 2005 6:55 am    Post subject: [quote]

Left uncommented, I continue to create.

"Acoustic Forest"
http://aoianp.peltekci.com/celoda/65%20Acoustic%20Forest.mp3
The usage of a variety of appealing guitars. A tropical essence is present in the melodies.


-----
"Shadow Beneath the Moon REDOX"
http://www.rpgsource.net/longebane/Long%20Dao-%20Shadow%20Beneath%20the%20Moon%20REDOX.mp3
The final version of the song I've been working on for about a month. The music nicely progresses to more heavy distortions toward the end. Its suffix Redox may have some people correct if for the latin term "Redux". However, I chose Redox because it more expreses how I feel of the song, it's a "redo"x. Plus its my word.


Last edited by LongeBane on Thu Apr 28, 2005 4:47 am; edited 2 times in total
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DeveloperX
202192397


Joined: 04 May 2003
Posts: 1626
Location: Decatur, IL, USA

PostPosted: Wed Apr 27, 2005 7:33 am    Post subject: [quote]

LongeBane wrote:
..Left uncommented...


There is a reason for that.
Well, I spent the time to download ALL of the tracks you've provided links to, and I have to be honest.

You need to study music more thoroughly. You have talent, but
you have no direction for which to direct your talents.

Your pieces do now 'flow', they are very abstract, and alot of them do not fit together, the only one I could stand to listen to for only a short time, was the 'shadow beneath the moon', which even that doesn't flow enough to be used in a game.
I am not saying this to discourage you, nor to start any kind of wars, I am merely trying to direct you to the right path that you need to be on if you hope to write game music.

Study music, music theory, study classical, rock, softrock, alternative, all kinds, try to breakdown the music into the individual pieces that the composers created.
Notice how each commercial RPG has music that 'flows', it is not intrusive to the person playing the game, it is atmospheric, and helps set the mood of a game, what you have right now would make me shut off my speakers, and possibly quit the game.
Go do some studying, then try reworking your tracks that you have done, and see what you come up with.
Goodluck, and I am sorry if I have hurt your feelings, I felt I should say what I have, and I have said what I should.
and..if it sounds like I'm rambling, I am, cause its late, and I'm tired, and hungry, and I'm waiting for the damned water to boil, so I can eat some soup before I go to bed! :P
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Principal Software Architect
Rambling Indie Games, LLC

See my professional portfolio
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LongeBane
Fluffy Bunny of Doom


Joined: 21 Mar 2005
Posts: 17

PostPosted: Thu Apr 28, 2005 4:30 am    Post subject: [quote]

Thanks for your words, and I am not discouraged.

Though you've wasted your time writing all this, because I will not change my style. It's not that I don't take in critism, its because I have chosen this style for the experience around my game. Like it or hate it, it is what I chose.
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Adam
Mage


Joined: 30 Dec 2002
Posts: 416
Location: Australia

PostPosted: Thu Apr 28, 2005 6:38 am    Post subject: [quote]

So you didn't post in the hopes of improving your work, you just want everyone to go "ooh ah, very nice"?
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LongeBane
Fluffy Bunny of Doom


Joined: 21 Mar 2005
Posts: 17

PostPosted: Fri Apr 29, 2005 4:47 am    Post subject: [quote]

My current work ties in with my own game quite nicely, so at first I didn't have a need to change my style. But for future reference, I do see my music lacking in the areas stated and will strive to improve.
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LongeBane
Fluffy Bunny of Doom


Joined: 21 Mar 2005
Posts: 17

PostPosted: Fri Apr 29, 2005 7:38 am    Post subject: [quote]

http://www.rpgsource.net/longebane/Overworld%20of%20Prelude.mp3

That's as atmospheric and moody as I can make it.
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DeveloperX
202192397


Joined: 04 May 2003
Posts: 1626
Location: Decatur, IL, USA

PostPosted: Sat Apr 30, 2005 8:12 am    Post subject: [quote]

LongeBane wrote:
That's as atmospheric and moody as I can make it.


Hmmm.....sorry dude, it is too random for me. I had to turn it off.

Please, heed my advice, and study more music. I never said you had to change the style of music, just write some pieces that fit together, cause right now it sounds like you unleased your cat or dog on the keyboard....the individual pieces could, infact make some nice music, however, you are not seqencing them together properly. It sounds very amatuer. I would not play a game with this music, sorry. I hope I don't discourage you, I simply want to educate you, and hopefully make you realize that you need to study more on how music flows.
When I say 'atmospheric and moody' it doesn't mean add tons of reverb either. You want to write your music to enhance the gamer's experience of playing the game, help them to lose themself in the game, making the game a new reality for them to escape to.
Your music should not make the listener say "what the hell was that?"..well, unless you're writing a horror game, and the music is spine-tingling..like silent hill. (shudders)

Here is a little tip:

Write in segments, or riffs, whatever you would like to call them.
I usually create 4 unique riffs, and then I listen to how each riff starts, and ends, then I decde which will be the starting riff, and the ending riff.
I then proceed to listen to my riffs again, and then I decide on the second and second to last riffs.
I choose a main-driving riff, the core melody, usually, which drives the whole song.
I then make sure each riff ties into the next cleanly, without sounding like someone cut up the audio, and pieced it back at random.

You want to make sure each riff ends with a note in the same key as the next riff~ unless you change keys, then make sure it is a relative note. (a third, fifth or a seventh are common)

I cannot spend time writing an example, cause it is almost 3:30 am, and I have to go to work at 8.

So, goodluck, please, at least give my advice a thorough look-thru, and try it out at least for a single song, you just might find that it works for you. Goodnight.
_________________
Principal Software Architect
Rambling Indie Games, LLC

See my professional portfolio
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LongeBane
Fluffy Bunny of Doom


Joined: 21 Mar 2005
Posts: 17

PostPosted: Sat Apr 30, 2005 9:04 pm    Post subject: [quote]

Quote:
Hmmm.....sorry dude, it is too random for me. I had to turn it off.


That's where I keep getting lost in your critique. You keep claiming my music is random, yet I carefully made a melody behind my music. If you heard it only once, it's almost 3:00, you have work at 8, and turned it off after not having finished it, something might lead you to think it to be random. I don't make music so simple as so people can sight an obvious tune immediatly.
But to call it random is quite a statement.

Everything from the bass to to the oboe flow with each other. The bass gives the oboe a 5 second start. The only distraction I could see is the plucking strings, which could easily be fixed.
There.
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Locrian
Wandering Minstrel


Joined: 04 Apr 2003
Posts: 105
Location: VA USA

PostPosted: Sun May 01, 2005 12:08 am    Post subject: [quote]

I enjoyed the last song. And it makes plenty of sense to me. This song IS built off of only a few ideas. And whenever a new idea is introduced, there is something from before going on to keep it together. Interval moves are repeated over and over again. The whole piece is in C major. I dont see the randomness...

I could see this tune in a whimsical game where technology meets the past. Steampunk or some other similar combination. Though a more optimistic take on it. Not the usual dystopian techno mix thing.

From 2:00-2:30 you have this sort of decending thing going with the high notes. D, C, B, A. The last time you do it before the melody starts at G you just go D, C, and B and A are absent or too quiet and get lost. First time I listened that was jarring to me. Now I've heard it too much and can't tell if it is or not anymore. Meh.
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js71
Wandering DJ


Joined: 22 Nov 2002
Posts: 815

PostPosted: Thu May 05, 2005 6:54 am    Post subject: [quote]

I think by 'random' he could've meant that some parts just sound like... random notes in the right key thrown together with plenty of echo/reverb.
I dunno if I'd call it terrible or anything, but it does get sort of grating.
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