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System ST91

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A member registered Aug 31, 2021 · View creator page →

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Thanks😊👍

😂😂

Thanks... so glad you like it.😊👍

Thanks😅👍

WOW thanks....  Excellent observation btw.😊👍

Absolute, luxurious SNES quality!!! Excellent work😊👍

Excellent Soundtrack! Instant like👍

Just WOW!!!!🤩 Probably the best thing I've heard here!!!! Exactly the kind of music I like. This is what I want to hear in today's games!

Excellent work!!!

Definitely😅👍

Thanks a lot for the wonderful commentary and analysis of individual tracks.

I'm trying to make the tracks look like they came from the PSF format (for example the whole Ape Escape 1 OST  ) -- which is pretty similar to any Music Tracker.

At the same time, I try not to make some tracks sound too much like a tracker. I love experimenting in OpenMPT and I'm having a lot of fun doing it.

Note:
The game is inspired by "3D low-poly Japanese Shmups" from the 90s - Very Arcade-ish game.
This game should look like it was released for PS1 or Sega Saturn consoles.

This Shmups game takes place in the distant future, where there is a so-called "NeoAquA" Force, which connects its specially trained soldiers to a virtual, web environment (Dolphin Server) and its mission is to search for and eliminate dangerous viruses, web attacks or misinformation ( visually enemies look like low-poly-glitch-robots or various mecha-shapes).

As the entire population is mentally connected to the web and plagued by various areas of cyber warfare, it is up to the "NeoAquA" Force to ensure the security of the public "Dolphin" server from viruses or dangerous attacks or mental manipulation of the population by installing dangerous software into the individual's mind.

The game has a choice of several "NeoAquA" Force characters and each has a different type of combat cyber-space ship.

The goal of the game is to go through insecure web servers (locations that look like virtual cities) that are gradually or completely infected with Cyber-viruses or contain misinformation and turn people against each other.

The game visually is a combination of water/Ocean aesthetics combined by the web cyberpunk world. Cyber-Spaceships have a design reminiscent of water creatures, crustaceans or even dolphins, and lasers resemble water splatters or water waves.

The depicted world in the "Dolphin" server is full of combinations of blue, white and pastel colors .... Dolphin server is a secure virtual urban environment full of peace, where most connected people are located. They live their lives, whether in real life or on the web.

But if you enter in to the unprotected servers, they act dark, mysterious, lifeless.
Some already controlled servers (worlds) look like a dark neo-industrial city, full of neon texts, giant "mecha" machines .... These hostile environments look very dangerous and unwelcome.

About these tracks:

1. - First track - "Level one - In to the Dolphin Server" (Safe Zone)

It is such an introductionpro for a player who visits the Web-City, which is highly protected place thanks to the "NeoAquA" Force.

Here it will be possible to return after meeting the mind and buy or improve your cyber-spaceship.

Very peaceful place.

2. - Second track - "Level two - Protect Damaged communication links" (Not-Safe zone)

The first mission takes the player to an older server environment, where it was previously protected, but enemy bots improve their attack methods and break the security codes of this server.

Here, for the first time, the player is ready to attack a random group of so-called "Dark-bots", who eliminate anything that is outside their script.

The environment is dark, lifeless, but there are still various buildings of the then web-city.

Greetings and thanks for your comment.

I have been using OpenMPT since 2013, when I became interested in module music in MOD, XM, S3M and IT formats.

(I've never composed music in a tracker before)

But I was practically led to this by music by composer Alexander Brandon (Jazz Jackrabbit 2 - 3D), when I accidentally opened the JLB format in OpenMPT.

In the program, JLB looked like a classic module-music and I could study how music is created in a tracker.

Later, I opened other music from the independent Amiga Demo scene or various tracks from Modland (torrent).

There is detailed documentation / manual for OpenMPT on the Internet and a few videos on YT (but they focus on only one topic, not everything)

but I understood most of that when I opened some module-track in OpenMPT itself and learned. After that I tried, for example, to insert simple "effects-type" as Portamento for individual samples, etc.

I practically don't use VST at all, except for the built-in effects from DirectX, most often Reverb and echo.

And I save the final track in Impulse Tracker (.IT), (It works perfectly in OpenMPT)

but "Mastering" or its final completion is done through the Xmplay audio player  (my idea) , where for module-music it has special surround effects + sound interpolation and here I always save the track to wav or another format.

After that, I'll slightly adjust the EQ in an Audio editor like WavePad.

That's all.

It's purely the easiest way for me. maybe it's not as compact as FL, but thanks to that it brings me back to the 90s and I just enjoy it that way.

Of course, I don't know all the OpenMPT documentation. I took a little bit of information + experience and thanks to that I create all my tracks that you have already heard.

There are two goals I am trying to do in OpenMPT:

A) Create music in Tracker that doesn't sound like it's from Tracker 😄

B) Inspired by "Native Game music" like PSF, SPC, VGM / VGZ and others, which strongly remind me of Tracker-Music, but sound incredibly good.