Are we going to have Tuxemon calls in this game (as in, a wild Tuxemon runs up, slithers up, slides up, or whatever, and then makes its special noise at you)? It'd be a good idea, but a lot of work.
Here's one very rough example I have (of Pigabyte): https://soundcloud.com/joseph-levesque- … 1/pigabyteAll my sounds on SoundCloud: https://soundcloud.com/joseph-levesque-700792951
Multiple Media ProducerJesus is God! http://www.upci.org/search
I don't think it's an essential feature, but I think it'd be a nice touch. We wouldn't need to do one for every creature - once we had growls, hisses, splashes, snorts, beeps, neighs, rustling and thumps we'd have most monsters covered.
Here's what I dug up from just three pages of Open Game Art's sound effects (plus josepharaoh99's sound effects):
UPLOADED! Chirping insect: http://opengameart.org/content/chirp-loopBAMBOON: http://opengameart.org/content/swish-ba … n-swhoshesFairy or magical: http://opengameart.org/content/spell-3 , http://opengameart.org/content/spell-4 , http://opengameart.org/content/shimmer-glitter-magic , http://opengameart.org/content/3-heal-spellsA big flyer: http://opengameart.org/content/whoosh-2 , http://opengameart.org/content/whoosh-1Robotic: http://opengameart.org/content/monster-1, https://www.freesound.org/people/joseph … ds/352852/ UPLOADED! Fire type: http://opengameart.org/content/spell-4-fireUPLOADED! DJINNBO: http://opengameart.org/content/scary-ghost-1Knife wielder: http://opengameart.org/content/knife-sharpening-slice-1 , http://opengameart.org/content/knife-sharpening-slice-2Dry leaf monster: http://opengameart.org/content/leaves-c … -crumblingChicken, duck, cow, pig, sheep monsters: http://opengameart.org/content/farm-animals, https://www.freesound.org/people/joseph … ds/353252/, https://www.freesound.org/people/joseph … ds/352698/Wind, weather or flying monsters: http://opengameart.org/content/windy-sound-2 , http://opengameart.org/content/windy-sound-1 , http://opengameart.org/content/short-wind-sound , http://opengameart.org/content/short-wind-soundALTIE: http://opengameart.org/content/warp-sound-3Alien monsters: http://opengameart.org/content/warp-sound-2 , http://opengameart.org/content/warp-sound-1Metal type: http://opengameart.org/content/7-mechan … and-buzzes , http://opengameart.org/content/9-sci-fi … -and-beeps , http://opengameart.org/content/robotic- … tep-sounds , Laser Beam (josepharaoh99)Jumping or spring monster: http://opengameart.org/content/vibrating-plasticWater type: http://opengameart.org/content/6-short-water-splashes , http://opengameart.org/content/water-splashesIce and snow monsters: UPLOADED!http://opengameart.org/content/ice-spellsSnow or rock monsters: http://opengameart.org/content/42-snow- … -footsteps , http://opengameart.org/content/9-wet-snow-stepsMonstrous monsters: UPLOADED!http://opengameart.org/content/6-monstrous-growls , http://opengameart.org/content/15-monst … ath-soundsDestructive monsters: http://opengameart.org/content/35-woode … structions , http://opengameart.org/content/5-break-crunch-impactsSquidgy and aquatic monsters: http://opengameart.org/content/8-wet-sq … rp-impactsHumanoid monsters: http://opengameart.org/content/11-male- … ath-soundsUPLOADED! Carnivores: Roar and Bite (josepharaoh99)UPLOADED! PIGABYTE: Pigabyte (josepharaoh99)
Last edited by Sanglorian (30 Apr 2017 12:18)
I don't think it's an essential feature, but I think it'd be a nice touch.
HMMMM... well.. arent the pokemon calls in all games?and cant you listen to their calls in the pokedex?to me, the tuxemon calls are an important feature,..
we do not have to do include it in the "main" campaign, but it should be somewhere in the source code.
not high prio for me though; the tuxedex should be up first
We'll meet again, don't know where, don't know when. But I know we'll meet again some sunny day!
Adding something like this would be extremely easy, once the tuxedex is up. It's simply another property for Monsters that points to a file. Sound will already be required, so loading the sound file when battle is joined and when the tuxedex entry is loaded should be pretty trivial.
Thanks Sanglorian for fishing this up! Yeah, it shouldn't be hard to implement, it just might be hard to find all the sound effects. But you've started us off really good!
One thing I have to say is that some of those sounds sound like what a Tuxemon moving would sound like, not what the Tuxemon itself would sound like.
Last edited by josepharaoh99 (30 Jul 2016 01:32)
Thanks Sanglorian for fishing this up! Yeah, it shouldn't be hard to implement, it just might be hard to find all the sound effects. But you've started us off really good!One thing I have to say is that some of those sounds sound like what a Tuxemon moving would sound like, not what the Tuxemon itself would sound like.
Hey no problem, thanks for the prompt!
Is it a problem if the sound effect is the tuxemon moving? I thought there might be some big, quiet 'mons that wouldn't make a noise themselves.
Another resource is Kelvin's sound packs: http://kelvinshadewing.net/sndPack1.php http://kelvinshadewing.net/sndPack2.php http://kelvinshadewing.net/sndPack3.php
Unlike most of the sound effects from OpenGameArt, Kelvin's sounds have a "chiptune"/8-bit effect, which would match the music. But they also sound less like real animals.
If I understand it correctly, the TXMN would have a sound effect played when the battle starts? The sounds are mostly unique, and probably only shared by a couple of them? I do like the idea of it and as long as the licensing is good, it would be simple to get them in the game right away.
I've opened a github issue to discuss the implementation/programming of the TXMN call.
Thanks Sanglorian for the link to the sounds and the input. Yeah, it should be fine to just let Tuxemon sounds be sounds of them approaching.
Thanks, bitcraft, for the github issue. Looks good!
I might be able to make a few more custom sounds soon
By the way, I have an Envato account with a few sound effects on it (and my portfolio is growing). If at any time, anyone on the crew wants any of the sounds for the game, I will supply it for free.https://audiojungle.net/user/josepharaoh99
Last edited by josepharaoh99 (4 Aug 2016 17:39)
quick question about the sound-style:do we want the tuxemon to sound realisticish or 8-bitish (or 16-bitish, wutever)?
im playing firered a little.. the bgm and all are all remastered from gb to gba but the pokemon still sound the same... i kinda like that. but not sure if you like it...
You raise a good point, tama. I don't think there is a style guide for sounds and music. I think my only opinion on it will be that the graphics are "8 bit" (or 16?), and roughly falls into 1992-1995. Sound effects from that time weren't super clean, but they weren't completely synthesized either. It would feel out of place to have very crisp, clean sounds from tuxemon, because the graphics and music is a bit retro. One *could* run the clean sounds through some synth software to reduce the fidelity and make them fit the rest of the content. At this point though, I don't see a problem contributing whatever works. My feelings are wait until version 0.9 to go through the sounds, music, sprites, graphics, etc and make them all fit together, then release 1.0 with theme that all fits together.
I think deciding whether we go regular or chiptune/8-bit for the sound effects is probably worth doing early - that's not really something that can be tweaked after the fact. My gut preference is for 8-bit music but regular sound effects, but I don't know if that would sound ridiculous. If it would sound ridiculous, my second preference is for 8-bit music and 8-bit sound effects.
Also started a new profile for my free Public Domain sound effects. Hope you guys eventually find some you like as I keep adding new ones. My two profiles are:
I love the pig sound!
Thanks! I do, too!
Last edited by josepharaoh99 (31 Aug 2016 19:09)
Anyone check out as3sfxr or chiptune?
It lets you make free public domain sound effects online. It is intended for Mario style sound effects, but we might get a few good ones if we mess with it a bit
http://www.bfxr.net/ is like as3sfxr but has a few more waveforms ^^
Tried to create a tuxemon cry
It's not very good. But I can improve it, just give me a direction.Created with FreeBoy sound emulator in LMMS.
I also going to try to make some music soon (I'm sure it won't be good)
Last edited by NikitaKurylev (12 Sep 2016 18:51)
Hey Nikita, what software do you use to create music? also LMMS?
Yes, LMMS. I can't create more than 8bit music.
have you tried out musescore?https://musescore.org/de
its pretty cool, but not 8 bit... try it out, maybe its fun for you
i also did only 8 bit, but then the fire na.. i mean i found muse score, and non-8 bit stuff is pretty fun
Yes, LMMS. I can't create more than 8bit music.have you tried out musescore?https://musescore.org/deits pretty cool, but not 8 bit... try it out, maybe its fun for youi also did only 8 bit, but then the fire na.. i mean i found muse score, and non-8 bit stuff is pretty fun
Thanks for your advice, but I think muse score is too professional for me.I'm not a musician. I don't know notes. I just looked for a music sequencor like the one in LBP2 (https://en.wikipedia.org/wiki/LittleBigPlanet_2) and found LMMS. From that time I have only one ok-level track https://soundcloud.com/bklv7rfrteav/third.
upd: uploaded it to soundcloud
Last edited by NikitaKurylev (12 Sep 2016 19:34)
ah okay, i understand
https://soundcloud.com/bklv7rfrteav/tuxemoncry02Tried to make evil laughIt may be Djiinbo
Hey, Nikita! It's great to see your contributions! I actually think they sound killer - they sound they would also go good for musical tunes like when an event happens (like a short tune when you get a special item, etc.)They sound great!
Does LMMS only make 8 but music? Just wondering cause I've thought of getting it.
Also, have you used Audacity? That's what I use for most of my sound effects
Last edited by josepharaoh99 (13 Sep 2016 18:33)
It makes any music you want