Platform Masters Title
Platform Masters - Will you be the world's next platform master?




Last updated: Jan 27, 2011 (first version)
Level 1 update on Mar 10, 2011 (world 2's music now has actual progress made)
Level 6 update on Mar 12, 2011 (the section on contributing has been added)
Level 3 update on Mar 21, 2011 (some restrictions have been lifted and others have been relaxed; other minor changes)
Level 5 update on Aug 4, 2011 (sound effects details added; restrictions section updated for clarification and better organizing; section 5.2 split; various other updates)
Level 4 update on Jan 18, 2012 (list of music updated to include coverage, expanded on restrictions (extra details), some proofreading)
Level 2 update on Jan 23, 2012 (had coverage for worlds 10 and 20 mixed up, elaborated slightly on the "bouncy" rhythm, other slight clarifications in the "restrictions" section)
Level 3 update on Jan 29, 2012 (coverage explained in depth, table updated to now include a last updated date for the table as it may get updated much more frequently than this page does)
Level 2 update on Jan 31, 2012 (planning column deleted, sound effects table now has a "cover" column)
Level 3 update on Feb 2, 2012 (sound effect coverage rating explained)
Level 2 update on Mar 22, 2012 (music table's time signature, tempo, and genre columns deleted with a remarks column replacing these)



1 Audio in general



Pretty much every video game since the third generation systems have had music and sound effects. Platform Masters is intended to have both. However, this is my primary weak point in game design, due solely to lack of experience. Little planning has also been done so details are often vague or nonexistent.

2 Music



2.1 List of music and coverage



Platform Masters has 24 music tracks, each with a catchy tune or rhythm.

Due to the lack of planning on this front, details are very limited. Due to contributions, some considerable progress has been made on this front.

List of Platform Masters' music tracks
Last updated: Apr 30, 2012 at 9:44 PM UTC
Location
of play
TitleRemarksCover
Title screenNot yet namedNone65%
OverworldNot yet namedNone60%
World 1Not yet namedVery well done95%
World 2No submissionMy own song was rejected - poor quality (18%)18%
World 3Rainy Ronnisa PlainsPerfected> 99%
World 4No fitting submissionNone55%
World 5No submissionBeing made but waiting for submission20%
World 6Hopping Through Keveran ForestPerfected> 99%
World 7Let's Ride the Air TaxiPerfected> 99%
World 8No submissionNone8%
World 9A Carnivalesta NightNeeds a catchy rhythm85%
World 10No fitting submissionNone30%
World 11No fitting submissionNone30%
World 12Not yet namedTheme unknown to public Very good, but needs to be normalized (a 14 dB amplification) by the contributor65%
World 13Not yet namedNone80%
World 14Not yet namedTheme unknown to public; needs a little improvement80%
World 15Nodera Ice JinglePerfected; has highest compatibility spike of all contributions at 1200> 99%
World 16Not yet namedA good submission, but needs improvement55%
World 17Not yet namedNone85%
World 18Not yet namedNone85%
World 19No submissionSetting mostly unknown to public1%
World 20Bouncing to VictoryTheme unknown to public; perfected; has highest average compatibility of all songs at 400> 99%
BossNot yet namedLacks a catchy rhythm70%
Final bossNot yet namedVery fitting submission88%


The cover column is how well a contribution covers that particular world. Just because your contribution may only be 60% doesn't mean it won't be included. It just means that, should another, more suitable contribution come along, that song could be used in another area. Do note that these numbers may change for a given contribution when reviewing for the final product. Compared to my own attempts, virtually every submission is better. To explain further, refer to this guide:



2.2 How coverage is determined



Here's how the coverage is broken down.



3 Sound effects



Sound effects occur frequently and depend on what is going on. Collecting a jewel, jumping, grabbing an extra life, landing on a spring, moving the cursor in menus, selecting menu options, and many other such actions all use sound effects.

This area is my weakest point of all and I have essentially no skill here at all. I wouldn't be too surprised if I got a rating of a "5" for sound effects - I'd be quite happy with that (assuming a 1 to 10 scale). Here's a list of the sound effects I'll need:

List of Platform Masters' sound effects
Last updated: Feb 2, 2012 at 7:12 AM UTC
EventVarieties
needed
Occurrence and notesCover
Extra life1, 2, or 4This occurs whenever an extra life is grabbed. I'm thinking there could be a slight variant for each progressively higher one, especially for the ultimate 5up.0%
Valuable1 or 2Upon collecting any jewel, this plays. The gold bullion should use something different though.0%
Treasure chest1Upon opening a treasure chest, from bopping it.0%
Coin6The "cling" sound from a falling coin and the pickup are needed, possibly one sound with slight differences for each coin type (bronze, silver, and gold)96%
Heart1 or 2This occurs upon collecting a heart. Perhaps the "full" heart could use a different sound effect?0%
Spring1This occurs whenever a spring is activated by jumping on it.0%
Splash1 to 5At least 1 variety is needed, but I would think that there should be at least 3 different intensities used. The intensities are based on the impact speed. The greater the impact speed with water, the bigger and more intense the splash is.0%
Move in water1 or 2When walking through water, a different sound should occur. Other varieties can be used with faster speeds.0%
Mud2The falling into mud and walking through it.0%
Lava2Not well planned as to how to go about this one.0%
Character damage1 or 2Damage taken from hazards (frying in lava and freezing in ice water aside) and enemies might be separate.0%
Explosion1 or moreThe TNT barrel is obvious, but high speed impacts do cause explosion sound effects as well - the more speed, the more intense the explosion.0%
Ice sliding1 or moreThe sliding on icy surfaces - different varieties for different speeds would be nice.0%
Wind3 or moreIn the open plains, or the middle of the ocean, there's bound to be wind. I would like at least 3 varieties of wind - a gentle breeze (like 5 mph), a light breeze (10 mph), a moderate breeze (20 mph), a strong breeze (30 mph), and gale force (40 mph) winds would be preferred. I need the 10, 20, and 40 speeds at the minimum though. All wind sound effects must be loopable.0%
Jump1 or 3The varieties would be based on a small, medium, or large jump, based on the initial jumping speed.0%
Land1 or moreWhen the character lands on solid ground at a slow enough speed, this sound effect occurs - a small, medium, and large impact are preferred. Bounces also count here, if at a slow enough speed.0%
Step1 or 2When the character takes a step, a soft sound usually occurs. A higher speed might lead to another form of step.0%
Death1Not well planned as to how to go about this one, but I've had the sound effect idea stuck in my head for nearly a year.0%
Fallout1When the characters falls into a bottomless pit, this occurs.80%
Tick1The sound of a loud ticking clock (4 ticks per second) occurring when 10 seconds remain on the clock.0%
Ring1The ringing bell of old style alarm clocks, occurring when time runs out.0%
Stage clear1Upon landing on the goal platform.0%
Cha-ching1Upon the total score appearing upon clearing a level.0%
Cursor move1Occurs the movement of the cursor in the game's menus.0%
Menu select1Occurs when a menu item is selected.75%
Menu cancel1Occurs when either "back" is chosen on the menus or the cancel button is pressed when navigating menus.92%
Zap1An enemy has something causes a zap kind of sound effect> 99%
Snap1 or moreSome enemies use a snapping sound effect when they strike.0%
Hum1 or 2A humming sound that fades in and out, like the sound effect of the cura spell in Final Fantasy 12.0%
Crackle1 or moreWhen near a fire, the familiar crackling sound occurs.0%


There are others with the story, and others that involve things that are currently classified. There may be some that are declassified but I forgot to list. At least this gives an idea on what I'm looking for. The "cover" column is pretty much the same as that of music though slightly different.



4 A major audio problem to solve



When it comes to the audio in Platform Masters, I have a big problem that I'm unsure on how to resolve. The problem is file size and compression. I only know RLE compression, not MP3, JPG, or OGG. Thus, I have to use uncompressed WAV audio. Audio compresses very poorly (typically 3%, more if plenty of silence is present) which means it'll contribute a huge amount to the download size, far more than all the graphics. If I went with CD quality audio (44,100 Hz, 16-bit, stereo) and made each track exactly 1 minute long, rather short, I'm going to need 242.249 MB of data which will compress to perhaps only 235 MB. All the graphics only add about 30 MB they compress very well despite using up perhaps 300 MB of data. There are legal issues with selling items that contain MP3s but OGG doesn't. Unfortunately, I don't know how to decompress OGG. Why decompress it? In order for the file to be played, it must be loaded in memory in an uncompressed format.

Unless I can resolve this problem, the audio will be of a very low quality - 24,000 Hz, 8-bit, mono. This will require only 13.6% of the disk space and significantly reduce the download size. This is also what my YouTube videos use (this is for a different reason - randomly, the audio goes out of alignment after uploaded).

If I can resolve this, I'd use OGG (since there's no licensing restrictions), and use 48,000 Hz, 16-bit, mono. Why mono? I generally can't tell the difference between stereo and mono in music CD's because the 2 channels are otherwise the same with almost no differences.

5 Contributions



Unlike artwork where I have tons of formulas to guide me with, or programming game behaviors, none of my tricks work with music creation. If I'm left to do the music and sound effects on my own, they may either take years or decades to get done or be left completely out. Thus, it's a near-certainty that I'm going to need outside help on this front. However, if one does contribute the music, I'll gladly add you to the game's credits. The game's credits will be viewed any time the player chooses the "credits" option in the configuration menu or upon completing the game's story. There's another bonus too - a shortened development duration, potentially cutting 2 months off. Except for the restrictions section (5.3), what I have described here only serve as guidelines. There is no need to follow them.

5.1 My experience and skill



Despite being able to listen to songs for thousands upon thousands of loops in a row (132,500 loops is my current record, 52 1/4 days for the same song with speed changes, 17 days without speed changes), I'm completely unable to determine what genre a song is or even what instruments are playing. The best I can do for instrument identification is determining whether it's a string instrument, wind instrument (I consider brass as wind), or percussion. Throw in a severe lack of experience and a huge negative motive, the music and sound effects for Platform Masters may otherwise never get done by myself.

5.1.1 Artwork



Stats:
First started: 2000
Total time spent: 21 million seconds (roughly 8 months).
Strengths: Tons of available formulas; total experience.
Weaknesses: Organics (trees, humans, etc.), not artistically-inclined (countered by using math).

I've been doing artwork since 2000, with clouds. These clouds were based off what Jumping Flash had. Animation came not long after. At first, I didn't have much in the way of formulas. Although I'm mathematically-inclined and not artistically-inclined, I've become quite skilled with artwork over the years. As long as I can put numbers into things, I can become skilled at it. I've got so many formulas available for artwork (fog, transparency, distance, sizing, perspective, etc.) that it's no wonder why I've gotten very decent at it and my mathematics-oriented mind can process it. Looking at the screenshots (especially Jeremy's House) and YouTube videos explains a lot. My only weakness is when it comes to organic things. These includes objects like trees, horses, and humans. I lack algorithms for these and thus they tend to be of lower quality.

5.1.2 Programming



Stats:
First started: 2004
Total time spent: 8 million seconds (roughly 3 months).
Strengths: Can program most any game mechanic; mathematics.
Weaknesses: Pointers; determining what the name of function is that I need in order to do something.

Programming started in 2004 at the earliest via Gamestudio. C programming started in 2007. Since programming is almost entirely mathematics and numbers (it's primarily variable manipulation and problem-solving as far as I see it), I caught on quick. I do have a major weakness with programming though - "what is the name of the function that does that?" I'm bad at searching as I get so many irrelevant results that it often steers me away from learning new things causing me to tend to stick with what I already know. However, I can program pretty much any game behavior I want. Faced with a programming puzzle for figuring out how to accomplish something (like the case with collision detection I had earlier or programming the optimization for the clouds), I tend to come up with a few methods that have a reasonable chance of working. I eventually solve the problem given enough time. Just consider the variable water opacity, the 3D effects of the clouds, or setting up object functionality and you'll know what I mean. Pretty much every aspect, even though I haven't done much of what remains, I already know how to program or at least have several ideas on how to program. The only thing I have no idea how to do is program robots, even the simplest type where, by pressing the enter key, a variable changes from 0 to 1 and causes a light to turn on. I have no clue how to change the state of physical objects from changing a variable, even something this simple.

5.1.3 Audio



Stats:
First started: 2001?
Total time spent: 40,000 seconds (less than a half day).
Strengths: Able to listen to the same song for thousands of times in a row.
Weaknesses: Lack of experience; very low motive; unable to identify instruments or even an exact note (i.e. listening to a note and telling if it's a C4 or D4 note without knowing that it's one of the 2).

Music, on the other hand, has none of these tricks and skills available to me. I can't turn music into numbers for creating it, like I can with artwork (at least, not yet). I have no formulas to guide me either. I have 200 times more experience with programming and 500 times more experience with artwork than I do music creation. As a consequence, I'm at a loss on this front and the music and sound effects quality will likely be quite low, potentially hurting sales. At least I can program the play back... after searching for the name of the function that does that.

5.2 The need for contributions



5.2.1 Music



Thus, this is one area where fans can contribute. By having music-oriented fans create the music for me, there are 2 advantages I get out of this. The first is that I get much better quality music. With my skill, I'd be happy with a rather poor 4 rating on GameFAQs for the audio (10 is the best, 1 is the worst). If someone with 20 million seconds of total experience comes in, then an 8 wouldn't be too unusual, if not better. The second is that Platform Masters will be finished sooner since I can put my efforts into things I enjoy the most - level design (when I get far enough into development for that), programming, making the scenery, etc. Potentially 4 months can be trimmed off. I can guarantee that anyone who does contribute music or sound effects will be added to the credits. Actual payment is unknown and completely undecided at this point. There's no guarantee that Platform Masters will even be finished, but the chances are very high that it will.

5.2.2 Sound effects



Sound effects are a different subject. These I'm mostly unsure how to even do in the first place.

5.2.3 When contributions will be examined



I can't say when I'll examine your contributions. I will in the end, though if you haven't heard back from me in 3 or 4 days, chances are, I forgot about it. I always download the file, at least, as soon as I'm aware of it (unless there's an unexpected problem with downloading it). If you think I forgot, please drop me another message at my YouTube or an E-mail. There are cases, though rare, that I get heavily involved with something that my motive for dealing with that towers over pretty much everything else which will cause a delay. I'll usually note this.

5.3 The restrictions



Unlike the artwork and programming aspects, I'm otherwise very loose on this (as opposed to strict since exact sizes and things need to be determined for artwork and programming).

5.3.1 E-mail attachments - permission required first



Regardless of the kind of submission you make, do not send attachments in an E-mail without permission. To get permission, simply ask. This is for safety reasons, so I know who you are and not a spambot. Once granted permission, permission is perpetual until you change your E-mail address where another one is needed.

5.3.2 Music restrictions



There are 5 restrictions with music that I can think of. The "effect" part explains what portion of the "fits my needs" that element has. Note that some of these have a strong negative effect.



If you want to send a draft instead of the full version, so you can get a progress check, the length and file format restrictions do not apply. I'll still need the intro (if an intro is present) and 1 full loop. The extra measures are not required for drafts - that's only for the final version.

Unless I have a player that can play other audio formats beyond MIDI, WAV (not recommended outside a truly final result), MP3, or OGG, then I'll have to convert it to something I can use, WAV is almost always the case. With a player, I can simply use Audacity to record the file like I do with MIDI files (see the video in section 6.1 a little below) then process it accordingly from there.

5.3.3 Sound effect restrictions



Sound effects have only 2 restrictions.



6 Other notes



Most of what you see on this page are just guidelines. The restrictions section is the most important - be sure to read it before submitting anything.

6.1 How I process contributions





This video explains how I process your contributions from start to finish. As you can tell, I'm quite knowledgeable with working with waveforms so I have no issues there. This also explains why MIDI files are useful - notice that they are less than 100KB? You may need to use full screen and the highest quality to see those details well enough. The first step is recording the MIDI to WAV, a very easy thing to do. The next step is cropping out the lead-in and lead-out. The lead-out requires a decent understanding of waveforms and how to interpret them. The third step is to save the result as a WAV file under the "intro and 2 loops" version. The fourth is to repeat the second only for getting the loopable version. This is saved as "loopable". The video description and screenshots 240 through 250 in the screenshot archive explain this in greater detail.

6.2 Fitting the environment



One common case, though not a requirement, is that the music fits the theme of the environment. Although you may have your song targeted toward world 8, it may get used in world 5 or 14 instead, whichever I feel is the most suited. A low-tempo song with a few high-pitched notes often coincides with wintry-themed environments (like world 15). A high-tempo song dominated by low-pitched notes often coincides with hot-themed environments (like world 13).

6.3 Guidelines



Although the tempo and time signatures are mentioned in the table above, they're mostly guidelines. Although tempo may be stated as 110, the actual tempo can be from 90 to 130, perhaps even a little outside this. Time signatures don't vary as much and have the most planning for. Still, they're mostly just guidelines - go ahead and change them as needed. I consider an 8/8 time signature to be a song with a lot of 8th and 16th notes and few longer-duration notes. 4/4 has a lot of quarter notes. The difference between 3/4 and 4/4 is quite self-explanatory though, for those who are music-oriented.

Genre is more theme-oriented, but, keep in mind, I'm almost completely unable to determine genres and what I have listed may not even be real genres (I know that Rock, Reggae, and Bluegrass are real genres, but the rest I don't).

For the songs that don't have a name, go ahead and make up your own. Change the names too if you feel like it, what very few I have.

For the themes of the other worlds, they'll inevitably have to get declassified very soon in order for the theme songs of these to get made properly. This is one thing I'm currently working on (as of January 17, 2012).

For the other sound effects, I still need more planning. At least I have a list now.

6.4 Make it suitable for 8-year-olds



Platform Masters is intended to be suitable for young children and thus, make your contributions suitable for this.

6.5 The decision



For now, I'll be collecting your contributions. When I get to nearing completion, I'll choose the ones for each world that sounds the best. Refer to the table in section 2 for where the gaps are or where quality improvement is needed. The first priority is the meeting of the requirements. Length, to a certain point, helps. In the off chance that two contributions are equally suited for a single world, the one with the highest compatibility will be used. In the very unlikely event that even compatibility is tied, random chance will determine the final result.



Footnotes:
None.