Okay that's funny :D I uploaded a looping version of this as part of Loop Box #4 right yesterday. I took your advice seriously and reworked pretty much every track I uploaded so far to OGA. Liquid Flame is also there. I'm happy having done that, so, thank you! :)
Might be a little late, but an easy and classic way is to take a snare drum or gun shot sample as base, add reverb, render/export that sound, re-import the new sample, and pitch it down until it sounds good. Pitch amount, reverb amount, reverb decay length, and the sound of the base sample will determine the sound of your final product.
Another way would be to synthesize it, as you said. But that's a little tricky. I used Pigments 2 to come up with some decent ones.
Using GPL licensed artwork requires you to release your game under GPL too, which is a problem if it's supposed to be commercial. I heard it was Microsoft who established the term 'viral' for this. It's pretty much the same, if you use CC BY-SA assets.
You'll be on the safe side using CC BY 3.0/4.0 and CC0 assets though.
Thanks, feel free!
Happy to hear that, thanks! :) There's also a looping version of this track in one of my Loop Boxes. Loop Box #3, I think...
Cool, glad to hear! :-)
Ohh, happy to hear that! :) It's nostalgic for me too. I think I made this in 2009 or 2010.
Okay that's funny :D I uploaded a looping version of this as part of Loop Box #4 right yesterday. I took your advice seriously and reworked pretty much every track I uploaded so far to OGA. Liquid Flame is also there. I'm happy having done that, so, thank you! :)
Thanks @Swaylle! =)
@MedicineStorm: Yes, they are, and there seems to be a new file size limit of 100 MB. But I just added them as two parts. Thanks!
Hhmm, that's bad news indeed :D Guess I will contact her as you say then.
These complications might be the reason why for example YouTube does not support BY-NC.
Anyway, that helped a lot, thank you!
Fabian
Might be a little late, but an easy and classic way is to take a snare drum or gun shot sample as base, add reverb, render/export that sound, re-import the new sample, and pitch it down until it sounds good. Pitch amount, reverb amount, reverb decay length, and the sound of the base sample will determine the sound of your final product.
Another way would be to synthesize it, as you said. But that's a little tricky. I used Pigments 2 to come up with some decent ones.
Using GPL licensed artwork requires you to release your game under GPL too, which is a problem if it's supposed to be commercial. I heard it was Microsoft who established the term 'viral' for this. It's pretty much the same, if you use CC BY-SA assets.
You'll be on the safe side using CC BY 3.0/4.0 and CC0 assets though.
Ohh, this is so crazy good.. I love the FF Mystic Quest vibes.
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