No they don't simulate a chip. you can kinda rig em up to sound like a Amiga mods or SNES spc files but they're just samplers.
But, forgetting about furnace, you can do some great "general chiptune" stuff by just using each chip as synth in and of itself. One thing LMMS has it has a built in SID and NES chiptune thing. But you can put as many of them as your computer can process. And plenty of free vsts.
If you're going authentic you don't have a lot of channels so you need to understand how to imply harmony in some of the older systems. Nes only has 2 square waves, a triangle wave, a noise machine and a really limited sampler. The PCE engine will give you the "chiptune sound" with 8 channels. And since they're all wavetables (or noise) you can set them to whatever you want.
I use LMMS for most of my music, not the best for chiptunes unless you're just looking for chiptune "sounds" and not... you know... meant to sound like actual hardware. Though there are some vsts out there that do emulate hardware. https://lmms.io/ The beta builds are stable enough.
Edit: And I forgot, the SNES's soundchip can be made by just downsampling small samples in impulse tracker and only using 8 channels. 32khz is the max but 24hz or 16khz was quite common. Half second is about the longest to get the "SNES" sound for most samples. It won't have the weird FM thing that they use to make wind or the "reverb". But it will have that lofi spc700 sound.
Pixel art is time consuming and time is money. I never done anything specifically like that but by how fast I work that will definitely surpass 20 hours. Living wage these days is 25/hr (I think). So at least $500. I could be wrong though. You need to ask specific artists what their rates are.
Maybe make your interior outlines a little darker? Otherwise it looks like you're well on your way.
A good thing to do to help is just zoom in on sprites and play with the colors, observe the shapes they use ect... it'll give you a feel for working at that scale dot by dot. But it seems you got the basics at least.
Wow you're already doing really well. I like the top one better and could see it actually being used in a game. I like the clouds from the bottom better. Maybe less dithering? Less is more with dithering I've always found best.
Not specific to your work, just general pixel art advice, rip tilesets/sprites and observe them. Zoom in, Play with color, understand the shapes and colors they're using. Try creating "legally distinct" versions from scratch, not necessarily to use, but as practice. You're already doing super well and at the end of the day it can't hurt.
It does scream "You should all be happy to slave away at my glorious project". There's plenty of free stuff on the site. Beyond that, pay your workers.
uhhh not sure about the tales series, but they look very pre rendery, Legend of Mana is sprites on a painting. I think mostly watercolor.
If you want a good example of complex pixel art look at the SNES version of trials of mana or Treasure of the Rudras.
Though in pixel art, simpler is better. Too much detail (especially from someone just starting) can kill a work.
Well since you're not looking for authentic, maybe go with ease of use? Trackers are really fun but they can be dense.
No they don't simulate a chip. you can kinda rig em up to sound like a Amiga mods or SNES spc files but they're just samplers.
But, forgetting about furnace, you can do some great "general chiptune" stuff by just using each chip as synth in and of itself. One thing LMMS has it has a built in SID and NES chiptune thing. But you can put as many of them as your computer can process. And plenty of free vsts.
https://www.youtube.com/watch?v=KxNfc8YDIjI
It's a tracker file. Usually like a software version of sample based soundchips. You don't need the special keyboard for them either.
If you're going authentic you don't have a lot of channels so you need to understand how to imply harmony in some of the older systems. Nes only has 2 square waves, a triangle wave, a noise machine and a really limited sampler. The PCE engine will give you the "chiptune sound" with 8 channels. And since they're all wavetables (or noise) you can set them to whatever you want.
Deflemask is a good tracker. It used to be free but now it's like 15 bucks. The Legacy versions are free though.
https://www.deflemask.com/
Legacy version https://www.deflemask.com/get_legacy/
I use LMMS for most of my music, not the best for chiptunes unless you're just looking for chiptune "sounds" and not... you know... meant to sound like actual hardware. Though there are some vsts out there that do emulate hardware. https://lmms.io/ The beta builds are stable enough.
Edit: And I forgot, the SNES's soundchip can be made by just downsampling small samples in impulse tracker and only using 8 channels. 32khz is the max but 24hz or 16khz was quite common. Half second is about the longest to get the "SNES" sound for most samples. It won't have the weird FM thing that they use to make wind or the "reverb". But it will have that lofi spc700 sound.
Pixel art is time consuming and time is money. I never done anything specifically like that but by how fast I work that will definitely surpass 20 hours. Living wage these days is 25/hr (I think). So at least $500. I could be wrong though. You need to ask specific artists what their rates are.
Edit: Did you try contacting them?
Maybe make your interior outlines a little darker? Otherwise it looks like you're well on your way.
A good thing to do to help is just zoom in on sprites and play with the colors, observe the shapes they use ect... it'll give you a feel for working at that scale dot by dot. But it seems you got the basics at least.
Wow you're already doing really well. I like the top one better and could see it actually being used in a game. I like the clouds from the bottom better. Maybe less dithering? Less is more with dithering I've always found best.
Not specific to your work, just general pixel art advice, rip tilesets/sprites and observe them. Zoom in, Play with color, understand the shapes and colors they're using. Try creating "legally distinct" versions from scratch, not necessarily to use, but as practice. You're already doing super well and at the end of the day it can't hurt.
It does scream "You should all be happy to slave away at my glorious project".
There's plenty of free stuff on the site. Beyond that, pay your workers.
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