Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Cyartog959

Pages: [1]
1
VGMaps Social Board / Furnace, the Chiptune Tracker Discussions
« on: Yesterday at 05:54:58 am »
So, I don't know if anyone in the VGMaps community heard of it or not yet, but have you even tried that very amazing, and completely cool chiptune tracker called Furnace?

It is a very amazing chiptune tracker that allows anyone to make chiptune music and sound effects, but shattered known technical boundaries by allowing many chips from many game consoles, even home and handheld, we've all known and loved to this day, NES, Genesis, TG16, GB, GBA(yes, that), DS(yes, that, too!!), and many others, including obscure sound chips, too, to be played at once, and it allows duplicates of said same chips to allow greater palettes of chiptuning alike, meaning no one will have to make music of whatever same sound chips' singular sound channels alone!

The creator behind it is none other than Tildearrow. Big congratulations to that fellow for making such a cool tracker!

Sure, we do have well-known trackers people used before, but this may be one of our best yet! And, so anyone knows, I have read, and it says it is NOT meant to replace any and all chiptune trackers, so people can still use them as they want. Famitracker, Deflemask, you name it. You can still download and use them, so nothing is ever replaced. PERIOD.

With this amazing tracker, I am thrilled to see such an amazing program bridge such gaps in making chiptunes for games & beyond!

I've previously thought of such a tracker that does it in such a long time, even after seeing a particular Famitracker fork playing many NES sound expansion chips at once, but no duplicates have been allowed from there.

There's a chiptune tracker guidance video up, for those that don't feel a bit confident in how to use one, made by ButtonMasher. Only thing is there's not yet a tutorial for making sound effects in trackers.

Video link here - https://www.youtube.com/watch?v=Q37XuOLz0jw

The download is absolutely free, so feel free to make whatever crazy songs or sounds you want! And don't worry about audio exporting. That tracker can export them from its own .fur format into .WAV formats, and we have converters to cover whatever we need for many projects.

Link to Furnace Tracker website - https://tildearrow.org/furnace/

Furnace's Github link - https://github.com/tildearrow/furnace

Furnace 0.6 Release Trailer video link, for those who want to see it in action - https://www.youtube.com/watch?v=vEO_H3IqIPs

So, how do you like that tracker, and how have you been making whatever music and/or sounds with it? The possibilities are truly endless!

If you have made such music and sounds, place links for us to hear.

2
Map Gab / Sonic Advance - Sonic Colors Maps' sizes
« on: April 25, 2024, 11:23:19 am »
Those Sonic games have been great to have their maps seen, but playing through them is more enjoyable!

I've seen Sonic Advance's maps' sizes, and I was rather a bit disappointed to see them not larger/longer than Sonic 3 & Knuckles' maps, for any skilled player could, and many have, easily conquer them in less than minutes. Sure, they're all neat, but not truly long.

Then came Sonic Advance 2, and corrected the maps' length complaints people sent by having them six times larger, and I've seen how larger and longer they all have gotten! I was completely unsure how longer or shorter they could be, because their sizes weren't documented yet, but the former turned out true, and I loved the greater, longer length!

Even Egg Utopia Zone's Maps stand at their horizontal length range in the 30,000s, which not many games did... yet.

Sonic Rush went in, later on, and gave us the more longer Dead Line Zone, beating Egg Utopia's sizes by a more couple thousand pixels longer, nearing the 40,000 range, horizontally, that is.

Ok, Night Carnival, Act 2's length reached its greater length at about 41,948 pixels wide, but Dead Line Act 2 came close as the second longest level in the game.

Later again, Sonic Colors' DS version seemed to reach its longest level status yet. That would be Asteroid Coaster Act 2, reaching it at a whopping 44,256 pixels wide, and I see how its been a long ride, so to speak. Even speedrunners tried to conquer it as fast as they could, even going under 2 minutes & 30 seconds. Very impressive.

I previously thought any 2D game(not counting Metroidvanias in the mix) could try to top what size I hadn't seen yet, because they weren't documented yet, even Freedom Planet could've been that, but given the game was run on Clickteam's MMF2 engine, I strongly doubt their maps are close to that long size, cause that engine's size limit was at about 32,767, both horizontal and vertical(which didn't seem possible for lesser computers at that time, I can understand that).

So, I ask you this, even though some aren't fond of long levels, what is it you liked best about conquering them with what strategies used to do it?

3
Map Requests / Maps to Cover...
« on: April 24, 2024, 04:09:31 pm »
I have been enjoying how people around here are posting many game maps, but I feel there's still loads more to cover, others not noticed to the common eye.

I have been able to pick out games from different platforms that have yet to have their maps chronicled onto the VGMaps' Map Atlas, so here's a couple...

1 - Oscar (1993, Amiga/CD32/PC DOS/SNES) Original Dev & Publisher: Flair Software, SNES Version Publisher: Titus
2 - Oscar in Toyland (2009, DS/DSiWare) Original Dev: Sanuk Games, Publisher: Virtual Playground
3 - Oscar in Movieland (2010, DS/DSiWare) Original Dev: Sanuk Games, Publisher: Virtual Playground
4 - Oscar in Toyland 2 (2011, DS/DSiWare) Original Dev: Sanuk Games, Publisher: Virtual Playground
5 - Oscar's World Tour (2011, DS/DSiWare) Original Dev: Sanuk Games, Publisher: Virtual Playground
6 - Crystal's Pony Tale (1994, Genesis) Dev: Artech, Publisher: Sega
7 - Goofy's Hysterical History Tour (1993, Genesis) Original Dev & Publisher: Absolute Entertainment
8 - Cyborg Justice (1993, Genesis) Dev & Publisher: Novotrade
9 - Bubsy II (1994, Genesis) Dev & Publisher: Accolade
10 - Go! Go! Kokopolo: Harmonious Forest Revenge (2011, DS/DSiWare) Dev: Tanukii Studios Ltd., Publisher: Room 4 Games
11 - Ed Edd n' Eddy: Jawbreakers! (2003, GBA) Dev: Climax Group, Publisher: BAM! Entertainment
12 - Freedom Planet (2014, PC, Multi-platform) Dev & Publisher: GalaxyTrail (Don't know how long their maps are, but I'm curious!)
13 - Super Magnetic Neo (2000, Dreamcast) Dev & Publisher: Genki, WW: Crave Entertainment
14 - Mutant Mudds (2012, 3DS, Multi-platform) Dev & Publisher: Renegade Kid (Seen maps, but not PNG quality)
15 - Xeodrifter (2014, 3DS, Multi-Platform) Dev & Publisher: Renegade Kid
16 - Mutant Mudds: Super Challenge (2016, 3DS, Multi-Platform) Dev & Publisher: Renegade Kid
17 - Chicken Wiggle (2017, 3DS) Dev & Publisher: Atooi
18 - Go! Go! Kokopolo 3D: Space Recipe for Disaster (2017, 3DS) Dev: Tanukii Studios Ltd., Publisher: Berries & Co.
19 - Vengeful Guardian: Moonrider (2023, PC, Multi-Platform) Dev: Joymasher
20 - Mickey Mania/Mickey's Wild Adventure (1994/6) Dev: Traveller's Tales, Publisher: Sony Imagesoft, Sega(Gen), Capcom(SNES), Sony Computer Entertainment(PS1)

Any available and all contributors are around, well, you know the drill. I know of many people's opinions of many games, even obscure games, good and/or bad reviews. I needed to make sure they're still not forgotten.

If I find more to cover, I'll update.

Pages: [1]