Users browsing this thread: 3 Guest(s)
Music in games
#16
Super Mario Galaxy 2 Main Theme(on Dolby Digital Surround audio) is awesome, the game also.
I note also the surround effect is very important in a music OST.
Try playing sound on normal head players but with WinMedia Player and DD TruBass + WOW Surround effect. It's awesome.
http://windows.microsoft.com/fr-fr/windo...=windows-7
Reply
Thanked by:
#17
(03-10-2016, 08:14 AM)StardustDragon08 Wrote: I've found that any game that I have enjoyed playing usually has great music with it. To me, a good game is 50% how well they use the music and 60% everything else.

>50%
>60%

percentage isn't even that hard
Spriter Gors】【Bandcamp】【Twitter】【YouTube】【Tumblr】【Portifolio
If you like my C+C, please rate me up. It helps me know I'm helping!
[Image: deT1vCJ.png]
Reply
Thanked by: SchAlternate
#18
Major components of a game: 25% Story (if there's going to be one, otherwise, this chunk is added to gameplay), 25% Graphics, 25% Gameplay and 25% music.

If there's going to be a story, it might as well be a good story. Otherwise, it's worthless. Things like PacMan don't really have a story, so that portion is given to the gameplay. Give us a reason to care about what's going on.

The graphics need to fit what's going on, first and foremost, but also, they should have a certain appeal. Laziness doesn't seem to hinder this category for many people, though it does for me; there's no excuse not to have smooth animations and more defined poses, even for simple-shaded or non-shades sprites. If the game is unappealing to look at, it will be very hard to grab people just from screenshots or gameplay-less teaser trailers. Sort of what happened with Undertale for many people, myself included, where the game doesn't advertise itself well at all with screenshots.

The gameplay should be easy to pick up and play (The formula to follow is: Easy to Learn, Difficult to Master), but also polished and steady. The difficulty curve should be a steady increase, and not completely sporadic. There should be as much balance as possible. Also, the gameplay should compliment the story in some way, if there is one.

The music needs to fit the atmosphere and invoke the atmosphere heavily onto the player, like Final Fantasy Tactics. If the music is nothing but a catchy or horrible tune that doesn't fit what's happening, immersion is immediately lost, and once it's lost, it's really hard to regain.
[Image: tamerkoh.gif?9][Image: DevBanner.png][Image: Youtube.gif]DLBROOKS33
Reply
Thanked by: SchAlternate
#19
I was surprised when I first heard Undertale's music. It was the first thing that made me consider giving that game a try.

Now that I'm hyped for Starfox Zero, I love Starfox (Star Wing here in Europe) on SNES. This might be my nostalgia talking, but I love that game way more than Starfox 64, because of the style and atmosphere. Especially the music. The "space orchestra" of Starfox 64 just doesn't get me as pumped as the high energy tunes of Starfox. Being able to just hear the classic Corneria song by using my Fox amiibo in Zero is simply amazing. (Though I don't like how the classic Arwing has a blue jet flame instead of red/orange, though I shouldn't look a gift horse in the mouth.)
[Image: QUmE6.gif]
My Game Maker games (Dropbox download links):


Reply
Thanked by: miyabi95_
#20
N64 midi is kinda...Ehhh to me xp. Granted (lol, Grant Kirkhope!), they made the best of it. Mario Kart 64 has a pretty catchy OST. Also lesser known games like Mischief Makers.

SNES holds my reward of console with best midi system, to be honest. ALttP has a far better midi soundtrack than any recent Nintendo game that uses midi.

But for the most part, I prefer game music to be either live instrumentals (Soul Calibur, Mario Kart 8, 3D World, Galaxy), or some kind of unique techno (i.e. CAVE shooters). I actually liked the chiptune Jpop mix of Splatoon as well.
[Image: ErbRIBqVkAUtE8F?format=png&name=900x900]
Instagram Twitch Twitter YouTube
Reply
Thanked by:


Forum Jump: