Game
Muse Genkaroku
4 years ago

Akira here!
Why do I spew a lot of information right now?

Because... SFX for all of my games are created in the retro game console style!

(See below for more info!)


SFX for my games ~ Retro console style

Akira here!
You see, LMMS is packed with the Game Boy, NES sound emulator, and its port of sfxr (a software that you can use wave synths to create sound effects) by default. With all of those, along with some SFX soundfonts I found online, the creation of SFX in my games has a good headstart, and I can let my imagination run lunatic (by Clownpiece, to be honest. (She begged Megumi-sama to create a character based upon her to make "America great again", and I created the inugami character that will appear in Stage 5 of the full game as the midboss, and after that, this character wants to kill us by the order of Mami Youjutsu like crazy, with those bone-crusher attacks (Oops, SPOILER!)))

By now, I'm creating the 'shot' sound effects that will be played when a generic enemy shoots at you in the overworld. Then I will move on to create the attack sound effects, which are the sound effects that will play when the player character (Megumi, Yoshika, or Ristuko) uses an attack (currently I have the concepts of the attacks of these characters, including normal, concentrated and Thaumaturgy Attack attack types, and based on that I will make the corresponding sound effects for those attack skills), voice bytes (similar to Undertale, this is what you heard repeatedly when an NPC have dialogue or the game is running text), and 'hit' sound effects, which are used for both being hit in the battle scenes and being hit in the overworld (being hit in the overworld will be followed by the 'encounter' sound effect, which I will also make in tandem with the said SFX types).

So, what do you think of what I'm gonna do in making SFX for my games? Please leave a comment below or like my post!



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