Oh, sorry. About Strato's music, he DID make it himself. And about the tileset, it looked completely original.
DoR's visuals are a compilation of a wide variety of graphics: custom tiles, completely original tiles by me, completely original tiles by various other people, altered versions of older stuff you'll probably recognize, and graphics borrowed from a VERY wide variety of video games you probably *won't* recognize recognize.
--from the DoR tileset description.
DoR Hybrid adds a lot of tiles from '
Minish Cap'.
Post a link to the music and I'll research it.
Might be a bit late to suggest this, but it would be handy (though not necessary) to have a recommended cset structure so tiles could work (with varying success) in palettes created independently by others.
For example, if everyone used a structure like this:
And someone made a tree with "primary" foliage, "tertiary" trunk, and "misc" flowers it should still look like a tree in any other palette. Consider below:
1 and 2 use the same structure, 2 and 3 use the same palette but are structured differently, so the original tile loses its form in 3. So ideally we'd want the same (or similar) structure across tiles so it's not so fiddly having to recolour everything after the fact.
I'm terrible with palette design. I still use the old 'use the colours that you need where you need them for a specific application' method, from my 1980s adventures in game and software design.
If people want to provide palette formats that have an internal logic, that's grand.
In general, I suggest using csets 2,3 and 4 for main tiles, and using level palettes to expand colour sets; and using the remaining csets for sprites, with two or three banks of general swatches.
Essentially:
cset 0 general colours
cset 1 general/global colours
cset 2, 3, 4 walls, floors, decorations, ground-terrain
cset 5 sprites and misc terrain
cset 6 player sprites, npcs
cset 7 sprites
cset 8 sprites
cset 9 special use sprites (level palettes affect them)
cset 10 sprites and subscreen elements
cset 11 misc 1, for 8-bit; and subscreen elements
cset 12 misc 2, for 8-bit
csets 13, 14 reserved
cset 15, UI, not usable
Design the palette based on application, for 16-colour and 4-colour.
Note that changing colours in csets by script is a planned 2.54 feature, so, it will be possible to construct swap-outs for sprite, general, and misc banks.
Just finished the boss music for my music. Just the 'Encounter' theme (for cutscenes or a dungeon) and ending.
One question: I've got plans for the Ending theme, but all of my ideas have it going on for a while (about three minutes at least); does the length of the track matter? I do plan to end on a loop anyway.
There are no restrictions on track length.