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Everything posted by Liontamer
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Spiritual successor to Banjo-Kazooie, Yooka-Laylee
Liontamer replied to Neifion's topic in General Discussion
That Kickstarter's crushing it on Day 1. Good for them! -
The full answer though was the skin caching wasn't working right, and since it was behaving like poop, that became the test word to see if changes were taking or not. The issue was poop.
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IIRC, it violates YouTube's terms of service to embed videos without the video competent visible. There's no way we'd do this. We don't feel like having our YT account get bahleeted again.
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OverClocked ReMix Design ?'s and Issues
Liontamer replied to Liontamer's topic in Site Issues & Feedback
http://lifehacker.com/5893908/how-to-banish-embarrassing-or-annoying-autocomplete-suggestions-from-your-browser Shift+Delete when it comes up. -
What did you think? Post your opinion of this ReMix.
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Excellent! Chrome tends to cover it up when it displays the URLs as you're hovering over other links. Thanks! Now if only I can figure out how to make ReMixer names green again on the main forum listing page. I miss that feature from WAY back.
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The titles for post counts are above your icon. Onto a separate issue, as far as I can tell, when viewing a subforum showing a listing of forums, clicking "Mark this forum as read" doesn't mark the subforums as read, since it apparently only works to mark a list of topics as read, not a list of forums. You seemingly have to open each individual forum and only then does "Mark this forum as read" work. That said, not having a way to mark all as read from the main forums page will get annoying.
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They were so cute! But here's to FREEDOM (or somethin'!)!!! EDIT: For anyone that wants the old avatars, have at it hoss! Download 'em for yourself! http://ocremix.org/etc/ocremix-vbulletin-avatars-final-2015-04-27.zip
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Changes Coming to OC ReMix Forums [4/26/2015]
Liontamer replied to djpretzel's topic in Announcements
What had happened was... -
OCR03172 - *YES* Shovel Knight 'Catch Me'
Liontamer replied to Liontamer's topic in Judges Decisions
The Shovel Knight main theme from 1:35-2:06 sounded pretty liberal, so I actually didn't count that, but the source usage is straightforward and well over 50%, so I'm not including a timestamped count. When the volume's all the way up (I listened to it louder than normal at first), you hear a LOT of hiss in the opening piano passage until :26, which should have been eliminated somehow. It's faint at a regular volume, so it's not a big deal, but just watch for details like that in your render. The piano sequencing's pretty good for the opening, but the supporting notes underneath the main verses sounded somewhat mechanical. Overall though, it's a good sound. Much like Alex's other pieces, the string work is beautiful, and well-executed considering it's not live players. An excellent and emotive arrangement. Once can't help but be impressed by the romantic-yet-tortured feeling of the piece. Save her. YES -
ReMixer - RoeTaKa Name - Alex Roe UserID - 9374 Games Arranged - Shovel Knight Arrangement Name - Catch Me Songs Arranged - The Requiem of Shield Knight Game info - Shovel Knight Composers - Jake Kaufman Systems - Wii U, 3DS, PC Comments: Shovel Knight was a pretty awesome game, I really enjoyed playing it. One of my favourite moments in the game is when you're sleeping after you beat a level and you dream about Shield Knight falling, you have to catch her and this lovely music plays. Those little segments with that music together really nail why Shovel Knight is doing what he is doing. You instinctively feel the need to complete this objective whilst fighting off enemies and I just think it was an inspired part of the game that acts as a great metaphor to Shovel Knights' emotions. It didn't have to be there but it was and I appreciate that. I think that is one of the reasons that made me love this song even more. It was refreshing to arrange this because I knew I wanted it to be somewhat simple. It's mostly just piano and violin, backed with some orchestral strings and later a harp for some extra texture and movement. The melody is what stuck with me the most and I wanted to focus on that. Some of the Shovel Knight theme is included as well in the beginning and the middle section too. I'm sure nobody expects a remix like this from Shovel Knight haha. There is already a great arrangement album that released with the soundtrack and I'm really pleased how this arrangement turned out. ------------------------------------------------------- - "The Requiem of Shield Knight" - "Main Theme"
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A little murky/muddy for my taste, but clearly nothing actually hurting the track. Overall, everything's clicking nicely with the chromatic percussion focus. Soft, relaxing atmosphere and nicely personalized interpretation. Love the "sonar" sound effect being used (GoldenEye throwback!). The title fits nicely; music for swimming through dark waters with a light to guide your way. The fact that the title imagery works so well speaks to the effectiveness of Wes's interpretation. Nice work! YES
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*NO* Journey to Silius 'Final Journey' *RESUB*
Liontamer replied to Liontamer's topic in Judges Decisions
I never heard the previous version, so I'm coming in with a fresh listen on this. I'm offering more play-by-play than usual, because I think this track has subtle dynamics and interpretation that can be overlooked. The cheering SFX seemed short & looped. Normally this isn't a big deal, but every time you use it (:00, :47, 1:43, 2:56), the same loop of cheering becomes too obvious. It's the instances of faint whistling that give it away. After the intro, track opened up with an chippy yet ethereal play on the source melody. Also note how the backing beat writing is simple but completely different from anything in the original, so that new material should be noted, as far as the level of interpretion. As far as the texture, the beats & kicks fill things out nicely; this was a solid sound. Changeup at :47, and back to the synths, pads, and low-quality crowd SFX. Textures thinned out some at 1:03 going back into the chip parts, synth, and kicks. Nice doubling of the melody with the individual & sustaining chip notes. Again, using the crowd SFX around 1:38, which is weird hearing the same loop again. On the plus side, note the padding to thicken up the soundscape before going into the chorus at 1:51. Good way to subtly raise the energy within this deliberate tempo. Also for the chorus at 1:51, note the different synth doubling the chip lead, which was a good change. Bad sampled electric guitar lick from 2:05-2:07 & 2:38-2:40; super stiff timing that exposed the sample, but very short. 2:56-3:12 brought back the crowd cheering SFX yet again. You need to find different cheering SFX and use different segments of it instead of re-using the same exact clips. 3:12-3:44 with some minor variation and expansion on the source melody, but a welcome addition. 3:46-5:06 (transition at 3:46, chorus from 4:00-5:06) sounds like a pure cut-and-paste of 1:36-2:56 until 5:04 drops all the main stuff for a beat-driven finish. The track unceremoniously cut off at 5:20, so that needs to be fixed to have a proper fade down after the final bar. The crowd SFX has got to be replaced with 4 different samples of crowd noise that also blend into the soundscape better. Otherwise, I think the production quality is solid enough, and whatever issue on sample quality were there for the first version didn't seem like a huge deal here. On the arrangement/writing side, it's OK to have the tempo like this, when there are subtle but observable changes in the density of the track that provide dynamic contrast, which this has. But it's easy to view this as plodding because there are some large components that sound repetitive. For example, 1:03-1:36, 1:51-2:23, 3:12-3:43, and 3:59-5:03 had the same beat patterns in the background; consider some ways you can offer subtle variations in the instrumentation, timing, or stressed beats for those patterns. For example, the added cymbals from 2:23-2:55 were a good idea to subtly alter the texture. That said, this could use more instrumental/textural changes if you're going to go at a slow and steady tempo for a 5:20-long track, otherwise, it feels too long and somewhat underdeveloped. IMO, this is actually well in the right direction. It's maybe 85% of the way there, IMO. There's so much promise here, so don't give up on this one, and sorry for the long wait to hear back on this resubmission. If you do resubmit this again, we will evaluate it as soon as possible, which is the supposed to be the typical priority for resubmissions. NO (resubmit) -
Original Decision Contact Information RJ remixes Jonathan Lemethy and Richard Földhazi https://soundcloud.com/rjremixes 51359 Submission Information Journey to silius Final Journey Journey to Silius Stage 2 (Underground Concourse) Original Composers: Naoki Kodaka Nobuyuki Hara Shinichi Seya Naohisa Morota We did this remix becouse we always do trance and upbeat tracks this time we aimed for a diffrent approach, our main objective was to keep the mystical feeling from the original track We hope you like it! we sended it with sendspace aswell so u should be able to download it! see link below ------------------------ https://www.youtube.com/watch?v=QXCEbzjmKmc
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For a 2:41-long track, I needed at least 80.5 seconds of overt source usage to consider the VGM usage dominant in the arrangement: :00-:20, :22.75-37, 43-51.75, 52.75-1:01.5, 1:06.75-1:07.75, 1:12.75-1:22, 1:43-1:52, 2:17.75-2:18.75 = 71 seconds There was also a lot of subtle but extended use of a beat pattern from the original (1:09-1:19 of the source) in the background, e.g. 1:52-2:32, and that usage was enough to make it clear for me that the source material was dominant within the arrangement. Arrangement-wise, this had good energy and a very personalized spin on the theme with the throwback chip-style instrumentation; interesting approach with the Commodore 64 vibe. When the track picked up at :22, the backing textures were a bit thin; this could have used a padding part or effect to fill things out, like the intro's ambiance. No big deal though; the dynamics of the piece were otherwise excellent. This interpretation was so much more upbeat and spirited than the grungier style of the original, so cheers on making this version stand out as your own. Always glad to have more much-needed Amiga representation on OCR! YES
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For a 3:13-long track, I needed to find at least 96.5 seconds of overt references to the source tunes for the VGM to be dominant in the arrangement. Like Palpable, the way the intro bassline was modified was too far from the Marble Garden's to give it full credit, but ultimately this checked out with overall source usage (Marble Garden verses unless otherwise noted): :17-:18.5, :23.75-:25.5, :31-:34 (Azure), :37.5-:42.5 (Azure, MG), :48-:49.75, :55-:58 (Azure), 1:01.5-1:04.5 (Azure), 1:07.5-1:10 (Marble chorus), 1:12.5-1:15 (Marble chorus), 1:19-1:44.5, 1:46.5-1:49.5 (Azure), 1:53.25-1:56.25 (Azure), 1:58.75-2:01.25 (Marble chorus), 2:03.75-2:06.25 (Marble chorus), 2:14-2:39.5, 2:41.75-2:54 = 98.25 seconds or 50.9% overt source usage 1:19's version of the bassline was simplified but more overtly similar to Marble Garden's notes that I counted that. I'm probably missing some other connections, but as liberally as this was arranged, I'm not sure how much higher things would end up timestamping out anyway. That said, the overt source usage barely checked out as dominant for me, so I'm on board. Love the fusion and transformation of the two themes, with "Marble Garden" taking the lion's share of it. Incredibly driving energy behind this track, with great instrumentation choices, fun-filled AND fun fill percussion, electric geetar midway through, and excellent dynamics (loved the dropoff at 2:15). Jordan... killin' it. Great job! YES
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*NO* Final Fantasy 3 'Ur Town' *PROJECT*
Liontamer replied to Chimpazilla's topic in Judges Decisions
Quoting Chimpazilla because she nailed it, the good and the bad: while the arrangement's clearly strong, the panning makes no sense; the percussion patterns (while creative) repeat too much for too long; the bassline tone doesn't sound bad but doesn't quite click. Emunator mentioned the electric guitar; that wasn't a huge deal for me, but you'll have to watch the levels there. 2:05-2:19 was probably the worst offender IMO once the drums splashed in; that combination was possibly lightly distorting; at the very least, the soundscape got very cramped. I'll also say, the vocals could use some additional sweetening/tightening up; they're OK, and I'm a fan, but there's some minor pitch issues that may need some Auto-Tune or another take to smooth out (e.g. "sea-son"/1:02). Right now, the vocals are pretty exposed, so when there's some subtle strain or the smoothness is not quite there (e.g. "no matter where I roam"/1:16-1:23), it's pretty apparent. Hopefully it's clear this is very promising, Kary, so definitely see if you can tweak this before the FF3 album drops. Pretty good so far, so I hope we get another version. NO (resubmit) -
New to the forums and new to the programs
Liontamer replied to TonedeafSonoa's topic in General Discussion
Just leading the horse to water: http://ocremix.org/forums/forumdisplay.php?f=12 http://ocremix.org/forums/forumdisplay.php?f=16 http://ocremix.org/forums/forumdisplay.php?f=19 -
*NO* Final Fantasy 7 'A Bomb and an AVALANCHE'
Liontamer replied to Chimpazilla's topic in Judges Decisions
Opens pretty conservatively with the fade-in dance groove; we'll see where it goes. Yipes, the saw leads finally introduced at :56 were SUPER generic-sounding, AND just bled into the background; I could hardly distinguish them. The source's familiar countermelody is also barely audible once that line stops being doubled at :56. The core beats shouldn't be louder than the leads. Pretty sloppy mixing up to 1:24, and the same exact issue from 3:25-3:38 when that section repeated. Chimpa said she heard 0 repetition, but I heard areas of similarity that made the overall feel repetitive: 0:00-0:28 vs. 1:52-2:06 vs. 2:42-2:56 0:28-1:10 vs. 3:10-3:38 0:56-1:10 vs. 3:25-3:52 (saw lead) 1:32-1:52 vs. 2:06-2:35 After the quick dropoff and rebuild at 1:38, I was appreciating the overall intensity and energy of the piece; there's certainly some personalization to it. That said: 1) the track hovered at the same high intensity level with the same grooves for too long and needs more dynamic contrast 2) the sound design is pretty underwhelming, with lots of shrill, vanilla electrosynths that get fatiguing, especially the saws 3) there was enough recycling of portions where the writing felt repetitive The sound design and overall arrangement structure both needed polish and dynamics, respectively. NO -
*NO* Legend of Zelda: Majora's Mask 'Inside the Stone Tower Temple'
Liontamer replied to Palpable's topic in Judges Decisions
All my thoughts were basically just a major co-sign with the others. The bowed string sequencing sounded SUPER fake, dry & rigid, then off-time later. It was unrealistic enough that there was a quality disparity with the other instrumentation. I had less of a problem with the drum repetition, but the flute mixing from 1:28-2:08 didn't make sense, and neither did the usage of the dance claps. The treatment of the source theme itself was VERY creative, so if this were just a vote based on creativity, this would make it. But execution's nearly equally as important. Good initial concept, Rebecca, but the overly fake bowed strings have to be humanized, and the mixing has to be cleaned up. Again, you're clearly a talented arranger, based on this and your Final Fantasy Forest Medley I've also heard, so don't be discouraged. Even if you don't revisit this piece, I hope you take the critique into account for the future, and continue to submit arrangements. NO