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)
Level 6 update on Jun 24, 2012 (music table's details completely redesigned now that many songs have been finalized, several other updates have been done as well, including updated videos such as previewing PM's music)
Level 3 update on Jun 28, 2012 (music table redesigned for better organization, section 1 updated (I forgot to update it))



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. The music aspect is otherwise finished, though the sound effects remain to be done.

2 Music



Platform Masters has 24 music tracks, each with a catchy tune or rhythm. At the moment, I am no longer looking for any more contributors for music - everything is now covered in full outside world 12 as its song is disqualified due only to being too short. I'd like to give the contributor another chance but I haven't heard from him in almost a year now.

List of Platform Masters' music tracks
Last updated: Nov 24, 2012 at 1:26 PM UTC
Song basicsStrengths, weaknesses, and remarks
Setting: Title screen
Title: No official name
Composer: Zeavo
Score: > 99%
Length: 20 3/7
Genre: Unknown
Good speeds: Unknown
Best speed: Unknown
Strengths:
  • Builds up well
  • Fits the title screen setting very well
Weaknesses: None

Remarks:
  • Perfected
  • A great song to get players excited to start playing Platform Masters (or resume their saved game)
Setting: Overworld
Title: Platforming the World
Composer: Zeavo
Score: > 99%
Length: 102 (105 full)
Genre: Unknown
Good speeds: 45-160
Best speed: 87% (3)
Strengths:
  • Fits the theme well
  • Catchy
  • Nice main melody
  • Awesome transition between loops
Weaknesses: None

Remarks:
  • Perfected
  • Sounds kind of like a march, in a way, to get ready for platforming
  • Also plays while adjusting the main configuration settings
  • Makes me think of a constant walking animation like the overworld for Final Fantasy Tactics
  • Has rare compatibility spike of 600 at the end of the transition between loops
  • Has over 3500 plays
Setting: Jeremy's House (world 1)
Title: No official title
Composer: Cruise Louis
Score: 97%
Length: Unknown
Genre: Unknown
Good speeds: 70-110% (?)
Best speed: 90% (8)
Strengths:
  • Very nice background rhythm
  • Catchy
Weaknesses:
  • Main melody instrument seems off in a few places
  • Main melody instrument needs about a 3 dB deamplification
Remarks:
  • Perfectly fitting song for the game's first world
  • Apparently being adjusted or fixed
  • Makes me think of the traffic going by in the background from about 20 feet above the ground
Setting: Ronnis (world 2)
Title: No official title (Sway)
Composer: Zeavo
Score: 75%
Length: Unknown
Genre: Unknown
Good speeds: Unknown
Best speed: Unknown
Strengths:
  • Great background rhythm
Weaknesses:
  • Not catchy
  • Too melancholic (too depressing)
Remarks:
  • Zeavo and/or Cruise Louis is working on it
  • Reminds me of Starlight Zone on Sonic 1
  • My own song scores a puny 18% and has been easily rejected
Setting: Ronnisa Plains (world 3)
Title: Rainy Ronnisa Plains
Composer: Zeavo
Score: > 99%
Length: 133 9/11
Genre: Unknown
Good speeds: 75-115%
Best speed: 90% (5)
Strengths:
  • Perfected
  • Perfectly fits the atmosphere
Weaknesses: None

Remarks:
  • Zeavo's first song
  • Has a rare compatibility spike of 400 about 2/3 of the way into a loop
Setting: Keveran Desert (world 4)
Title: The Rockin' Desert
Composer: Zeavo
Score: > 99%
Length: 140 2/5 (? full)
Genre: Bluegrass-rock
Good speeds: 55-150%
Best speed: 88% (<1)
Strengths:
  • Very catchy
  • Fits the desert setting very well
Weaknesses: None

Remarks:
  • Reminds me of Desert Zone on Bubsy
  • Zeavo's second attempt at this song
  • Second attempt needed only 2 rounds to perfect
  • It is unknown whether or not an intro will be included
Setting: Lake Keveran (world 5)
Title: Crystal Lake Keveran
Composer: Kao Ninjaratzu
Score: > 99%
Length: 150 6/7 (152 4/7 full)
Genre: Unknown
Good speeds: 45-130%
Best speed: 82% (1)
Strengths:
  • Peaceful
  • Catchy
  • Fits the environment very well
  • Feels like a party, of which the setting revolves around, to some extent
Weaknesses: None

Remarks:
  • Perfected
  • Almost perfected on the first try - 2 minor volume adjustments and one moderate repetitive issue was all
Setting: Keveran Forest (world 6)
Title: Hopping Through Keveran Forest
Composer: Kao Ninjaratzu
Score: > 99%
Length: 108 (? full)
Genre: Bluegrass (?)
Good speeds: 50-100%
Best speed: 83% (1)
Strengths:
  • Very catchy
  • Very fitting for the theme
Weaknesses: None

Remarks:
  • Perfected
  • I've logged 3000 plays on this song
  • A point during part 2 (after the fairly long starting part) makes me think of a tree branch going in a zigzag - inward a bit, then outward quadruple that distance.
Setting: Air Taxi (world 7)
Title: Let's Ride the Air Taxi
Composer: Kao Ninjaratzu
Score: > 99%
Length: 128 (132 full)
Genre: Unknown
Good speeds: 85-130%
Best speed: 113% (<1)
Strengths:
  • Very fitting for the theme
  • Peaceful
Weaknesses: None

Remarks:
  • Perfected
  • The rare song that sounds better at faster-than-normal speeds
Setting: Barugan Reef (world 8)
Title: Barugan Reef Cascade
Composer: Zeavo
Score: > 99%
Length: Unknown (not processed)
Genre: Unknown (tropical)
Good speeds: Unknown
Best speed: Unknown
Strengths:
  • Fits the theme well, especially the sunset
Weaknesses: None

Remarks:
  • Perfected
  • I love the intro
  • Early on, I didn't think the song was tropical, but gets more like it later on
Setting: Carnivalesta (world 9)
Title: A Carnivalesta Night
Composer: Kao Ninjaratzu
Score: 99%
Length: 134 2/5 (139 1/5 full)
Genre: Carnival (?)
Good speeds: 55-130%
Best speed: 90 (4)
Strengths:
  • Very catchy
  • Very upbeat
  • Perfectly fits the environment
Weaknesses: None

Remarks:
  • This a recent submission, a new composition
  • I'm currently studying it in depth
  • Has some similarities with The Peaks of Sentus
Setting: Sentus Mountains (world 10)
Title: The Peaks of Sentus
Composer: Kao Ninjaratzu
Score: > 99%
Length: 105 3/5 (108 full)
Genre: Unknown
Good speeds: 45-150% (?)
Best speed: 85% (2)
Strengths:
  • Very fitting for the theme
  • Peaceful
  • Catchy
  • Love the background "boom-boom" rhythm
Weaknesses: None

Remarks:
  • Perfected
  • Has a rare compatibility spike at 800
  • Has 2500 plays
Setting: Train (world 11)
Title: Maglev to my Dreams
Composer: Zeavo
Score: 98%
Length: Unknown
Genre: Unknown
Good speeds: 75-125%
Best speed: 93% (1)
Strengths:
  • Fits the setting well
Weaknesses:
  • Ending part has an instrument much too loud
Remarks:
  • Zeavo is working on this song
  • Due to changes, the speeds may have changed
  • Has a rare compatibility spike at 800
Setting: Sentus Caverns (world 12)
Title: Diamond Cave
Composer: Timothy Morrison
Score: 65%
Length: Unknown
Genre: Unknown
Good speeds: Unknown
Best speed: Unknown
Strengths:
  • Perfectly fits the setting
  • Love the background rhythm
Weaknesses:
  • Very low volume (needs 13.3 dB amplification)
  • Too short
  • A bit too repetitive
Remarks:
  • Sending the song as a MIDI can resolve the volume problem
  • I haven't heard from this contributor in months
Setting: Mount Sentusia (world 13)
Title: Molten Platforming
Composer: Zeavo
Score: 92%
Length: Unknown
Genre: Unknown
Good speeds: Unknown
Best speed: Unknown
Strengths:
  • Fits the environment very well
Weaknesses:
  • Bass is rather weak
Remarks:
  • Zeavo is reworking this song
Setting: Musan Taiga (world 14)
Title: Musan Taiga in the Summer
Composer: Zeavo
Score: > 99%
Length: 128 16/23 (132 4/23 full)
Genre: Unknown
Good speeds: 55-165%
Best speed: 77% (1)
Strengths:
  • Fits the environment perfectly
  • Very catchy
  • Very cheery and upbeat
Weaknesses: None

Remarks:
  • Perfected
  • The addition of high-pitched notes really made this song much better overall and better fitting the environment
  • Has a legendary 4-figure compatibility spike at 1000
  • Has a rare compatibility spike of 700 near the end
  • Has about 5000 total plays
Setting: Nodera Ice Shelf (world 15)
Title: Nodera Ice Jingle
Composer: Kao Ninjaratzu
Score: > 99%
Length: 150 6/7 (154 2/7 full)
Genre: Unknown
Good speeds: 45-125%
Best speed: 89% (<1)
Strengths:
  • Fits the setting perfectly
  • Love the 2-jingle, 1-jingle rhythm near the start and end of the song
Weaknesses: None
Remarks:
  • The beginning and ending part makes me think of [classified]
  • Has a legendary 4-figure compatibility spike at 1200, the highest of all contributions
  • Has 2 other unique legendary compatibility spikes of 1000
  • Has about 7000 total plays
  • Recorded using SynthFont and the only song sounding better outside FL Studio
  • Uses the "CT4MGM.SF2" sound font found in the "%s\\system32" directory (in Windows XP) where %s is the installation directory of Windows
Setting: Nodera Highlands (world 16)
Title: Snowfall
Composer: Zeavo
Score: > 99%
Length: 131 13/37
Genre: Unknown
Good speeds: 65-125%
Best speed: 85% (10)
Strengths:
  • Fits the snowstorm setting very well
  • Builds up very well
  • Catchy
Weaknesses: None

Remarks:
  • Perfected
  • Although I thought the Cello was off (too low in pitch), the change in mind was rejected
Setting: Earth Space Base (world 17)
Title: No official name
Composer: Kaeetayel
Score: 85%
Length: Unknown
Genre: Unknown
Good speeds: 70-120% (??)
Best speed: 90% (10)
Strengths:
  • Fits the theme well
  • Very nice background rhythm
Weaknesses:
  • No apparent main melody
Remarks:
  • I don't have any idea if the contributor is updating the song or not
  • I haven't heard from the contributor in months now
Setting: Mars Space Base (world 18)
Title: No official name (girlworld)
Composer: CBoyardee
Score: 95%
Length: Unknown
Genre: Unknown
Good speeds: 40-115%
Best speed: Unknown
Strengths:
  • Very well done
  • Fits the theme
  • Catchy
Weaknesses:
  • Seems a bit too old school which doesn't quite fit the nature of PM
Remarks:
  • Apparently more review is needed
  • Would like this song as a MIDI submission
Setting: Barugan Islands (world 19)
Title: Barugan Island Hopping
Composer: Wheely Apple
Score: > 99%
Length: 124 4/5
Genre: Reggae (?)
Good speeds: 65-120%
Best speed: 78% (1)
Strengths:
  • Perfectly fitting for the environment
  • Very richly detailed
Weaknesses: None

Remarks:
  • Perfected
  • Had a hard time figuring out a suitable name - I wanted something with "Island Hopping" present as you could literally jump from one island to another without touching the ocean
  • This submission came as a surprise as I wasn't looking for any more contributors
  • A good reward for unlocking this somewhat difficult world
  • Has about 2000 total plays
  • Has a rare compatibility spike at 500 near the end
  • I have about 2000 plays on this song
Setting: Musan Swamp (world 20)
Title: Bouncing to Victory
Composer: Zeavo
Score: > 99%
Length: 136 4/5
Genre: Unknown
Good speeds: 35-180%
Best speed: 55% (<1)
Strengths:
  • Ultra catchy
  • Fits the environment
  • Fits the extreme challenge perfectly, a reward for reaching this hard-to-unlock world
Weaknesses: None

Remarks:
  • Perfected
  • Has the highest average sustained spike-weighted compatibility ever of 400, never before seen
  • Smashed a crazy day-dominance-based record of listening to the same song at the same speed for the longest duration: 23 days (17 days was the previous record with a 14, 12, and 9.95 following) then turns around and gets 14.705 days straight for the same thing less than 4 months later, though using a different speed
  • Has a legendary 4-figure compatibility spike at 1000, occurring almost exactly halfway into the loop
  • Has 26,000 total plays, far more than all other music contributions combined
  • Very likely to reach 100,000 total plays by the time Platform Masters is done in about 2 1/6 years.
  • Reminds me of Spring Yard Zone on Sonic 1
Setting: Regular boss
Title: No official name
Composer: Zeavo
Score: 80%
Length: Unknown
Genre: Unknown
Good speeds: Unknown
Best speed: Unknown
Strengths:
  • Fits the environment very well
  • Catchy
Weaknesses:
  • The last roughly 2/3 needs considerable redoing/reworking
Remarks:
  • Although a tie between Zeavo and Alakazam was present, Zeavo updated his boss theme and improved it
  • I may consider including 2 boss themes, provided that Alakazam updates his/her song (of whom had the tie)
Setting: Final boss
Title: No offical name
Composer: Napilla
Score: 92%
Length: Unknown
Genre: Unknown
Good speeds: Unknown
Best speed: Unknown
Strengths:
  • Fits the atmosphere very well
  • Catchy
Weaknesses:
  • Length
  • Something else I can't recall
Remarks:
  • The song is being worked on


Here's what the fields mean:



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: Jun 24, 2012 at 7:31 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.80%
Treasure chest1Upon opening a treasure chest, from bopping it.>99%
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)> 99%
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.85%
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.30%
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.8%
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.> 99%
Menu cancel1Occurs when either "back" is chosen on the menus or the cancel button is pressed when navigating menus.> 99%
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.95%


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, in late 2001. 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 effective algorithms for these and thus they tend to be of lower quality. By effective, I mean it takes me way, way longer than it could otherwise be done.

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; Setting up aspects that involve hardware.

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 - hardware. This involves getting drawing to work (video card and monitor), fullscreen and vsync (video card and monitor), audio to play (sound card), user input (keyboard), and other fundamental things. Once I have these started, however, it's easy enough to make adjustments. Like, since I have keyboard input working as expected and set up, it's easy enough to add in more controls, even if temporary. 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.

However, I can program pretty much any game behavior I want, even if I've never done it. Faced with a programming puzzle for figuring out how to accomplish something, provided I don't have to directly deal with hardware (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 (best seen in Lake Keveran, Barugan Reef, and Barugan Islands), the 3D effects of the clouds, the sky darkening effect, or setting up object functionality and you'll know what I mean. As long as it doesn't directly involve working with hardware, I can program every aspect of Platform Masters.

5.1.3 Audio



Stats:
First started: 2001?
Total time spent: 50,000 seconds (less than 5/8 of a day).
Strengths: Waveform editing; the physics and technical aspects of audio.
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 getting past the hardware set up part. I, at least, do know a lot about reading sheet music, the mathematics behind some audio (such as how changing the speed affects pitch), the decibel scale, and the physics of sounds. I've been working with waveforms for 10 years so I have a lot of experience there.

5.2 The need for contributions



5.2.1 Music



Since everything music-wise is covered for Platform Masters, I'm no longer looking for any more contributors. Thanks for contributing! It was a pleasure. Instead of a rating of 3 on GameFAQs for music if I made the music, it's probably now an 8 or above (GameFAQs rates music as audio in general on a scale from 1 to 10 where 10 is the best possible).

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 check my E-mail typically twice a day so you can almost consistently receive a response within 12 hours. However, should I be extremely involved with something or nearing the end of a major task, there may be a delay where I may end up forgetting about it. If you don't get a response within 48 hours, please E-mail me again for a reminder. Sometimes, if my Internet goes down or Hotmail fails to send the message for whatever reason, this can also result in delays. You can see what's going on on the forum's News and Announcements section as I update this daily on average.

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 Samples and how I process contributions





This video will allow you to sample some of the music in Platform Masters, as of May 31, 2012. The beginning part covers a lot of what's on this page, but also what goes on behind the scenes on my end when I receive a contribution. The video below is the video referenced for how I work with waveforms. The method for editing waveforms is almost unchanged since January 11, 2012 when the video was made, however, I have the formula for calculating the exact duration of the song to infinite precision. The actual finalizing part, however, has been left out of it. Screenshots 240 through 250 in the screenshot archive also explains a lot of this.



6.2 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.

6.3 The decision



For now, I'll be collecting your contributions. When Platform Masters gets near completion, I'll choose the songs and sound effects for each world that sounds the best. In the off chance that two contributions are equally suited for a single world, the one with the longer length (provided it's within range) will be used. In the very unlikely event that even length is identical, compatibility is used. If even that is tied, pure random chance will determine the final result.



Footnotes:
None.