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    • Really nice sound to it. I got lost into the track, in a good way, of course.
    • Okay time for impressions. Event opened, we walked down a red walkway right to the stage at the far end of the room it was set up in, that was nice. There were 4 demo stations for each game on display that was playable except Zelda, which had about 16 or so. Anyways, to go in order of what we played (went with my fiancé). ARMS: Very intuitive controls. I picked the robo-girl and he picked Spring Man (really I just keep thinking MM when I hear that name). We went through the tutorial first. Very basic stuff. Tilt Joy-Cons to move, L/R dashes in the direction you're tilting, punch to punch, tilt to turn punch, ZL/ZR to activate Flurry which just lets you unleash a bunch of punches. That's basically it for controls. And then you get into it, where you get to pick which parts you want for each arm, and that's where the fun begins. You've got your basic fists, you've got the 3-fists-in-one that I had default as robo-girl, and then there's also a boomerang. In Flurry mode these get powered up and the boomerang basically becomes the Gale Boomerang from Twilight Princess. It's great fun, I can see it being fantastic for party mode. Next up we played Disgaea 5 Complete, which was pretty standard as far as Disgaea goes. Nothing really special to mention there. After this we also grabbed our tickets for Zelda because we had to get in a group based upon time slots. After that I went on stage to challenge someone in Quick Draw, part of 1-2-Switch. The way this works is both players get in position holding their Joy-Con down with their finger on the trigger (ZL/ZR depending on the Joy-Con) and listen for the audio cue. The game goes READY then STEADY... and when it says FIRE both players raise and fire to see who gets the shot off first. The game then says the exact time it took for each player to fire and even shows the angle the controllers were at while moving. I won the first game, but lost the second. Got a nice Switch hat. I was kinda on the fence about 1-2-Switch but I can see it's very well-made and will be a blast at parties.  Next up was Sonic Mania, which I didn't even know would be there. This took just one Joy-Con set horizontally to control. Knuckles was unfortunately not playable in the demo, and we could only choose between Green Hill Zone and Studiopolis. I picked the latter and it controlled wonderfully. Took a bit to get used to the Drop Dash but it's well made, and the level design is wonderful. Even more hype for this one now. Then after that we played a bit of ULTRA STREET FIGHTER II. Did three rounds of this. First round I was Zangief and my fiancé was Dhalsim. I won in the 3rd round. Next up I was Ryu and he was Vega. He annihilated me lol, and he did again in the final battle between Guile and Blanka. After that we did some Mario Kart 8 Deluxe battle mode. I needed revenge. Picked Fem-Villager and he chose Waluigi. Course was randomly picked, and it was Battle Course 1 from Super Mario Kart. The mode was Bob-Omb Blast, where the only item you get it Bob-Ombs and you can hold as many as you collect because the point is to blow EVERYTHING UP JUST BLOW IT ALL UP OH THE HUMANITY IT ALL BLEW UP. I was in the lead for a short while (when you're in the lead you end up wearing a crown and it goes away once you lose that lead) and ended up 3rd overall (we were playing against 10 CPU). I'm sure that in the full game you'll be able to turn off CPUs entirely in Battle Mode because you can do that in MK8 already. After that we kept the explosions going in Super Bomberman R. Which is classic Bomberman action brought back to current consoles. So much fun. Also includes the whole "when you die you get to throw bombs from the edges" thing from some installments, and if you take someone out in this way you take their place and rejoin the fray. And if you land a bomb directly on someone while on the sidelines (you usually throw one space away, not in the adjacent one) you'll stun them. Great fun, and up to 8 players too iirc. We only had 4 though.  Then we went to Puyo Puyo Tetris. They had us stick to the Swap mode of multiplayer, which would keep you in Puyo Puyo mode for 30 seconds then swap to the Tetris board for 30 seconds and then back to Puyo Puyo for another 30 seconds and so on and so forth until someone lost. And the board you started on wasn't always Puyo Puyo, it would randomly choose at the start of each round. Very basic fare for both of those, and if you had a combo going in one mode as it swapped it would continue and affect the other. So it's really built for those who are good at both. However, my fiancé was rockin' the Tetris board while I was rockin' the Puyo Puyo side so we balanced each other out that way. So it works. Lastly, we played our demos of Breath of the Wild. You start off doing a new game, and have to OPEN YOUR EYES. Then get the slate, get clothes and climb outside. From there you get to do anything, which we of course already knew. That's not the point of THIS impression. It's nice to be right into the game that quickly compared to other Zelda games that have absurdly lengthy intros *coughSScough*. I went right, found a stick, gathered mushrooms, then set the stick on fire and started a small grassfire because lol. Also apparently hitting apples with a burning stick bakes them, so that was nice. I then found an axe, cut down a tree, and entered the Temple of Time. Or the ruins of it, at least. Prayed to the statue of the Goddess Hylia, and then headed outside and tried to climb the temple. Failed. Walked 10 feet to the right and found a ladder. Climbed it, found a bow, and then jumped off... and died. Link's leg was bent in the completely wrong direction so that visual was well-done. Reloaded the save and then tried to climb down the ladder and ended up jumping off (not dying this time) and then found a Bokoblin base. Managed to take them out with the axe, including the really tough leader (this was in the skull rock y'all might've seen in screenshots being blown up). The leader kept leaving himself open long enough for my axe swing to connect twice and cancel his attack. He even leapt at me once and I knocked him like 10 feet away! Also stole his spiked club (which has like 3x the attack power of the axe) and killed him with it. Also when firing arrows you'll need to adjust for distance because the physics engine in the game is very well made. I killed a few more Bokoblins, stole their meat, and them climbed a rock... and then the demo time was up. And then we left because nothing else really interested us. My fiancé's playthrough consisted of him bumbling into the Talus Steppe thing (the giant rock golem) and getting murdered. He also successfully hunted a boar (headshots are the way to go, he says, as hitting them anywhere else causes them to flee, and you need to use a bow. Also be very aware of how much sound you're making, it tells you in the lower-right corner), and then fell to his doom and then drowned trying to catch a fish. Both of us were very pleased. But yeah we left after that. They gave us cookies with the Switch logo on them as we left. All in all, great games. Didn't really check out anything else (wasn't interested in them). The controllers are very comfortable and lightweight. Forgot to play in tablet mode cause I didn't think about it, OH WELL.
    • In '13 I had a girl, in '15 I had a boy, and on 2/22/17, I had my second boy, which I announced on Facebook. His name is Onyx Lotus Peery. He's 20.25 inches, 9 lbs 9 oz. Every pregnancy was complicated for the Mrs. and got riskier each time, so instead of trying to use birth control pills, condoms and an IUD again (surprisingly they didn't work), we're getting fixed. Well, she did after the cesarean and my vasectomy awaits me next month. Just when I was starting to return to getting decent sleep with a 3 year old and 1 year old. here I am @ the hospital losing sleep. He's asleep now, so I have this chance.
    • I swear, when I read the concept of this I was very, very wary - 90's nostalgia isn't a huge thing for me. And yet this is excellent, and I'm really impressed with how the remixer pulled out the concept. Enjoyable, interesting, unique - this hits all the key points. Congratulations on such an impressive handling of such a unique vision!
    • In 2010 I started work on a video game.  It was going to be a SNES game made in the same style as Tales of Phantasia.  The visual style was going to be similar as far as environments and backgrounds go, but the character and enemy designs would be done differently.  For this game, I had a synopsis completed that was actually somewhat solid.  I had a small team that would work on the project.  We were all dedicated and would work in our free time, since we were also young and money wasn't the biggest problem yet.  I had myself working on writing, music, and sound design.  My sister, who is a professional artist would do character and enemy design, as well as a little bit of other visual assets.  I had two other artists who would do other visual assets.  I had 3 programmers, and a few other people.  The team wasn't the biggest, but it was a little smaller than the team that worked on Super Mario World.  We also weren't aiming to make a game really quickly.  It would be a process we worked on over 5-10 years, since it was on a volunteer basis and used as a fun project to learn new things about game design.  My sister had already worked on manga, and did work in that style, so this would be a project in animation.  The programmer had already worked on games before, and is actually a successful game designer now.  At the time he had only worked in small scale 2d and 3d games, but never a large scale 2d game.  I had never done a full soundtrack. The project was declared a failure when the team left the project.  It wasn't apathy that killed it, the people were dedicated.  It was things like having to take on a second job because of hard times, taking on more responsibility at school, other things like that.  The team gradually thinned out until it was just my sister and I.  At that point, I started two side projects that would allow development to still happen and things to be done, but not directly in the development of a video game. I would flesh out the story and add much more detail, to make it able to stand on its own.  I would convert the story into a novel and a manga.  As I got to writing, the story stopped making sense since there were suddenly a lot of holes to fill in.  For example, the journey from one side of the world to the other took a while in game time, but only a sentence in novel form, and was very dull and uninteresting.  By converting it into a novel, the story changed significantly and I started to enjoy where it was going.  However, there was suddenly a huge hole in the middle because what was there originally no longer made sense.  It is here that I got stuck, and I haven't touched the story much since 2014.  What I have here is the prologue from the novel.  If I fill in the gaps, I could finish this novel somewhat quickly, however, lack of time, motivation, and other things have caused it to fall into the land where things never get finished. I am posting the prologue here to see two things.  One, if my writing is worth anything, and also to see if people would be interested in continuing reading.  If you are interested, message me and I'll send you more to read. 

      Click here to read a pdf of the prologue. Thank you for reading this long write up, and also if you chose to read the prologue.  I am open to suggestions if you have any thoughts as to what I should do with it.
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