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Oook...
It's official, I need to get someone to make the songs in my games for me, I'm terrible at this...
 

Schematist

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How to Create JRPG Battle Theme using FL Studio for Beginners.
:|  

Oook...

It's official, I need to get someone to make the songs in my games for me, I'm terrible at this...
It's alright Sieginder! You can totally make it happen with a little bit of practice and repetition. It gets a lot easier as you go along :)
 

Scythuz

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Great video, it's a nice track and it's well narrated.  Just a few extra tips I'd like to add if that's allright! :)

1. Try adding some very subtle randomisation to the velocities and durations of your instrument tracks if you're not already planning to them all manually (like you should in some cases), e.g. piano parts, lead melody.  We're talking a velocity gap of about 12 between the highest and lowest e.g. 86 and 74.  The general idea is to do enough to notice a difference, but, to only change the perceived timbre/tone when the music calls for it.  

With note durations you'll want either 32nd or 64th note duration changes depending on the tempo of the track and you'll want to make sure no notes of the same type (e.g. 2 C3s) to be clashing, otherwise notes will get cut off.  Most music software will have a randomisation control for velocity and duration that will do this for you, you've just got to know when to use it and when to do a whole part manually.

2. Speaking of note durations, a very good technique for chord arranging is to have some notes overlap slightly in order to create a smooth transition.  This can be used to simulate multiple things, legato and ringing out being some of the more obvious things that can be achieved.

3. Always try to change up your drums and bass parts at key times within a measure, this is particularly effective if you do a melodic variation at the same time. Having the drums/bass do more or less notes/beats at a specific point can really help add interest to a piece and this is vital in battle themes.  If the music calls for it, you should also try to slightly change the timing of certain notes to be off-beat from time to time, just to keep the listener on their toes.

4. Back to note durations, one thing that is also very useful for staccato/palm-muted parts is to sometimes have notes be slightly longer or shorter in order to achieve a slightly different sound.  For example you might have one part only play 16th notes but sometimes you'll want the first note in a bar to be an 8th or a dotted 16th note depending upon the arrangement, this will emphasise the emotion of that note/chord.  Shortening to 32nd notes, is something you might do in order to instead add a percussive effect that works well for increasing the intensity of a part.  It all goes towards creating a nice varied rhythm. 
 

Schematist

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Great video, it's a nice track and it's well narrated.  Just a few extra tips I'd like to add if that's allright! :)

1. Try adding some very subtle randomisation to the velocities and durations of your instrument tracks if you're not already planning to them all manually (like you should in some cases), e.g. piano parts, lead melody.  We're talking a velocity gap of about 12 between the highest and lowest e.g. 86 and 74.  The general idea is to do enough to notice a difference, but, to only change the perceived timbre/tone when the music calls for it.  

With note durations you'll want either 32nd or 64th note duration changes depending on the tempo of the track and you'll want to make sure no notes of the same type (e.g. 2 C3s) to be clashing, otherwise notes will get cut off.  Most music software will have a randomisation control for velocity and duration that will do this for you, you've just got to know when to use it and when to do a whole part manually.

2. Speaking of note durations, a very good technique for chord arranging is to have some notes overlap slightly in order to create a smooth transition.  This can be used to simulate multiple things, legato and ringing out being some of the more obvious things that can be achieved.

3. Always try to change up your drums and bass parts at key times within a measure, this is particularly effective if you do a melodic variation at the same time. Having the drums/bass do more or less notes/beats at a specific point can really help add interest to a piece and this is vital in battle themes.  If the music calls for it, you should also try to slightly change the timing of certain notes to be off-beat from time to time, just to keep the listener on their toes.

4. Back to note durations, one thing that is also very useful for staccato/palm-muted parts is to sometimes have notes be slightly longer or shorter in order to achieve a slightly different sound.  For example you might have one part only play 16th notes but sometimes you'll want the first note in a bar to be an 8th or a dotted 16th note depending upon the arrangement, this will emphasise the emotion of that note/chord.  Shortening to 32nd notes, is something you might do in order to instead add a percussive effect that works well for increasing the intensity of a part.  It all goes towards creating a nice varied rhythm. 
Of course its alright! This is golden information here Scythuz! This is great for adding realism in your projects and creating a more human-like sound (if that makes any sense). Thanks for adding to the fire! Cheers!
 

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