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#11
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I got a lot of NO's between 2001 and now, but over the last couple years is the only time I started following up and fixing NO's and sending stuff back in. I still get the occasional "NO" but the staff can feel confident that I will be right back in their face with a RESUB pretty swiftly. But I did have a lot of NO's and I did get angry and I think I once told Larry that his suggestions "weren't fair"... But if you listen to people like Larry, Stevo, and OA, you'll improve a lot and start getting those mixes past. It's ironic that the mix I made in only a couple hours, Ethnic Rush, was the mix of mine that finally passed after years and years of trying.
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#12
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1) One of the best ways of getting feedback is to give feedback. When you comment on someone's track, they see your name, and they are more likely to comment on your track in kind. 2) Not Having stuff can be a good thing. I used the demo of FL10 for about 8 months until I could buy it. Aside from the weirdly fast writing skills I gained from trying to finish mixes before someone would turn off my computer, I also learned that the software doesn't matter (for the most part). Use this time to really dig deep into the basics of sound design; learn a lot now so that when you eventually can buy stuff you'll know how it works. 3) Read and learn. I already mentioned it in my previous point, but zircon and rozovian both have some really sweet mixing guides. Past that, read the FL manual, and then google anything you don't understand. Knowing is half the battle! Anyway, don't be discouraged. Chill in IRC (I'm there almost all the time), post around the forums and get to know some people. You'll find yourself learning faster than you think.
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![]() Thanks to Doulifee for the sig! |
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#13
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Troix, you've been registered here for a couple of months, you've posted two remixes and one original, commented on four remix wips by other ppl... that's not a lot. You'll learn more by doing more, listening more.
There's also a whole lot of other stuff you can do. Read whatever music-making-related articles and Q&A you can find, talk to ppl who make music, set limitations and work within them, experiment, make use of free plugins... Most importantly, learn to listen critically. That you can tell your stuff isn't up to par means you can tell there's a difference. Now figure out what the difference is, one thing at a time, and learn how to fix it. It'll take time to learn, but it doesn't have to take 5 years. I got posted in two years. Others have in less. Also, Modus wins this thread. :D
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#14
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I don't want to be judged by my cover as much as anyone wants to. Yet I know I have a lot to learn, and I'll gladly do so. Last edited by TroisNyxEtienne; 04-03-2012 at 08:07 PM. Reason: Forgot that HTML tags don't apply here. |
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#15
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#16
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#17
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This is especially helpful if it's from a lesser known obscure game. It helps to advertise it. Look at the WiP forum and see who regularly comments on mixes there, ask them for feedback. Until you're a better-known person on the forum you're going to have to put yourself out there a bit more. The worst thing that could happen is someone doesn't respond. |
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#18
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The panel doesn't usually mind too much if a game is more obscure, but they have been known to share their feelings about whether a source "sucks". One case I know where usage of the source actually contributed to the NO of a song. But in general they're supposed to be very receptive of the source and genre of a remix regardless of whether they personally like it. So if you wanted to go off and make a TEEN AGENT remix you could do it, right now. Right now. ..... Right now.
As for whether the public audience digs your vocal black metal remix of Teen Agent, it doesn't matter! Make it for yourself and if people like it, great. |
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#19
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Also Darangen hit the nail on the head too. Everyone had such useful feedback. Though Larry still says all my mixes suck in staffchat. All day. Every day.
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#20
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Right. I won't be too fazed by him, then.
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