It's even simpler than that. None of the sounds orginate from the Distorted Reality sample pack nor Spectrasonic's Omnisphere. They are made using only ZynAddSubFX and sometimes further modified in Audacity. I only mention the Distorted Reality sample packs so people understand the inspiration and context of how these sounds could be used in games.
Yes, this is original content. This sound is based off of my submission here https://opengameart.org/content/ambient-relaxing-loop. That submission was made using only ZynAddSubFX and Audacity. I even included the preset file in that submission. Because that sound was generated using a synthesizer, I kept tweaking the settings of that sound until I got something similar yet different. I did have to use quite a bit of effects/filters in Audacity for this sound so I opted not to share a the ZynAddSubFX preset file as it wouldn't be very useful.
I do not own nor do I use any sample packs or synthesizers from Spectrasonics. I only mention the Distorted Reality sample packs so people understand the inspiration and context of how these sounds could be used in games. I'm a bit flattered though that you think these are from the sample pack. That was the entire goal with these sounds. They sound like they could belong in such a pack but are completely free and made with a single open source synthesizer (ZynAddSubFX).
Thanks! I plan on making more music like this. ZynAddSubFX as a lot of untapped potential. Remixing these sounds will be harder because I'm mostly using minor 9th chords.
This is really quite nice! Perhaps the bass type instrument that starts at 48 seconds could be quiter though? The first part of the song is soft and relaxing. The bass is loud compared to the rest of the song. OGA let's you upload additional files per submission, so if you wanted to, you could make an alternative version.
Edit: Also, I'd highly recommend adding more tags to submissions. For music, try to add tags that describe the mood and setting. Tags are about the only good way to search for music on OGA. Without them, your music will be difficult for others to find. For example, mysterious, relaxing, calm, chill, electronic, ambient, ethereal, magical, exploration, etc. Whatever scenarios you think that something might fit into a game.
Then navigate to the textures > monsters > normal folder. Inside will have all of the 2D monster sprites with the file names including the monster names. You'll just have to make the first letter in each name uppercase. Once you have a name, you can then search for the stats in the lua > monsters.lua file to see what type it is, if it morphs into another monster, etc. You can obviously have different stats for your own game, but it might be helpful to get an idea as to what kind of monster it is.
As mentioned in the submission descriptions, just be mindful of trademarks. Names fall under trademarks, not copyright. I did some basic searches on search engines to make sure names didn't match other trademarked characters, but obviously I can't guarantee that they are safe to use.
There is indeed some overlap between the two. I first start off by sketching the front sprite and back sprites on paper with pencil. I usually go out into nature and look at different animals, bugs, etc. I also look at the clouds, bark on trees, etc. My mind easily turns those random shapes into creatures which helps when trying to come up with so many monsters.
The second step is to digitally scan the sketchs. I shrink the digital scan and start on the front sprite outline. I'll then start picking colors, adding more details, and keep adjusting things until I get the front sprite just right.
Third step is the back sprite. I find the back sprites to be harder to visualize. Sometimes I can draw it easily. In some cases, I will actually make the 3D model at this point. When the 3D model is finished, I will position the 3D model and use that as the reference for making the back sprite outline.
Fourth step is to make the 3D model if I didn't already do so in the third step.
@MedicineStorm
It's even simpler than that. None of the sounds orginate from the Distorted Reality sample pack nor Spectrasonic's Omnisphere. They are made using only ZynAddSubFX and sometimes further modified in Audacity. I only mention the Distorted Reality sample packs so people understand the inspiration and context of how these sounds could be used in games.
Yes, this is original content. This sound is based off of my submission here https://opengameart.org/content/ambient-relaxing-loop. That submission was made using only ZynAddSubFX and Audacity. I even included the preset file in that submission. Because that sound was generated using a synthesizer, I kept tweaking the settings of that sound until I got something similar yet different. I did have to use quite a bit of effects/filters in Audacity for this sound so I opted not to share a the ZynAddSubFX preset file as it wouldn't be very useful.
I do not own nor do I use any sample packs or synthesizers from Spectrasonics. I only mention the Distorted Reality sample packs so people understand the inspiration and context of how these sounds could be used in games. I'm a bit flattered though that you think these are from the sample pack. That was the entire goal with these sounds. They sound like they could belong in such a pack but are completely free and made with a single open source synthesizer (ZynAddSubFX).
Thanks! I plan on making more music like this. ZynAddSubFX as a lot of untapped potential. Remixing these sounds will be harder because I'm mostly using minor 9th chords.
Yes, brilliant! The new version sounds much more balanced in my opinion. Thank you for taking the time to create it!
It's apparently by the same person. I found it by searching for "parsec". https://opengameart.org/content/another-one-parsec
This is really quite nice! Perhaps the bass type instrument that starts at 48 seconds could be quiter though? The first part of the song is soft and relaxing. The bass is loud compared to the rest of the song. OGA let's you upload additional files per submission, so if you wanted to, you could make an alternative version.
Edit: Also, I'd highly recommend adding more tags to submissions. For music, try to add tags that describe the mood and setting. Tags are about the only good way to search for music on OGA. Without them, your music will be difficult for others to find. For example, mysterious, relaxing, calm, chill, electronic, ambient, ethereal, magical, exploration, etc. Whatever scenarios you think that something might fit into a game.
@Sanglorian
Probably the easiest thing would be to download the latest version of the Zoonami mod source code: https://codeberg.org/isaiah658/zoonami/archive/v1.3.0.zip
Then navigate to the textures > monsters > normal folder. Inside will have all of the 2D monster sprites with the file names including the monster names. You'll just have to make the first letter in each name uppercase. Once you have a name, you can then search for the stats in the lua > monsters.lua file to see what type it is, if it morphs into another monster, etc. You can obviously have different stats for your own game, but it might be helpful to get an idea as to what kind of monster it is.
As mentioned in the submission descriptions, just be mindful of trademarks. Names fall under trademarks, not copyright. I did some basic searches on search engines to make sure names didn't match other trademarked characters, but obviously I can't guarantee that they are safe to use.
I'm not sure how I missed this! This is amazing!
Ooh! I really like some of the monster designs like the lightbulb bug, the skull dinosaurs, and the sludge bucket.
@food_please
There is indeed some overlap between the two. I first start off by sketching the front sprite and back sprites on paper with pencil. I usually go out into nature and look at different animals, bugs, etc. I also look at the clouds, bark on trees, etc. My mind easily turns those random shapes into creatures which helps when trying to come up with so many monsters.
The second step is to digitally scan the sketchs. I shrink the digital scan and start on the front sprite outline. I'll then start picking colors, adding more details, and keep adjusting things until I get the front sprite just right.
Third step is the back sprite. I find the back sprites to be harder to visualize. Sometimes I can draw it easily. In some cases, I will actually make the 3D model at this point. When the 3D model is finished, I will position the 3D model and use that as the reference for making the back sprite outline.
Fourth step is to make the 3D model if I didn't already do so in the third step.
Pages