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Everything posted by Liontamer
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Production-wise, this one's still far enough on the muddy and imbalanced side to me that I can't pass it. Some higher frequencies sounded like they're just lopped off. The light vox seemed to be creating some of the problem, but I'm no expert here, so another J can hopefully clarify the issue further. The pronounced chorus at :40 did cut through better at the lead, but it sounds like this lacks separation between the parts. Otherwise, this was still fairly cluttered, and I was hearing the rhythm guitars more than anything when you didn't have the source melody in play. The leads, the backing guitars and the drums all seem to moosh together in the same frequency range, so things are stepping over each other a lot. The bassline work's there if you listen closely, but it almost might as well not be there. Still a very awkward transition to "Metal Man" at 1:34. 2:17-3:28 sounded like mush the last time around, and it's definitely improved, though it's still fairly swamped to me. The track cut out before the vox finished fading; watch those details. Yes, I typed it again, because the ending cut off the same exact way as last time. The stiff sequencing that was problematic before (e.g. 1:08, 3:29) was smoothed out a bit to where it's no longer a significant problem, IMO. Meanwhile, the soundscape was less muddy than before, but many parts still strained for clarity (or even presence to begin with) and need more separation. It's a good effort towards improvement, but it's unfortunately not there yet. This seemingly would need a good deal of work to re-balance this and clean it up some, and I'm not sure you can necessarily get it there. That said, the arrangement's still promising, and it may be salvageable; however, it still needs further mixing TLC. NO (resubmit)
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Original Decision Contact Information > ReMixer name: HeavenWraith > Real name: Antanas Palaitis > E-mail: > Website: http://www.heavenwraithmusic.net > Forum userID: 50325 Submission Information > Game: Mega Man X, Mega Man 2 > ReMix Name: Charge! Towards The Sunset Of Intergalactic Dictatorship > Original Name: Boomer Kuwanger Stage (MMX), Metal Man Stage (MM2) > Original Author: Makoto Tomozawa, Setsuo Yamamoto, Toshihiko Horiyama, Yuki Iwai, Yuko Takehara (MMX); Manami Matsumae, Takashi Tateishi (MM2) > I've (hopefully) refined the mixing of this piece while trying to stay as close to my original arrangement as possible. Some changes were inevitable but otherwise I think I did a pretty good job regarding that. Especially considering that all my guitar recordings for this song were low-pass-filtered for some silly reason, haha. Correcting past mistakes, as usual. Thank you for your time. -------------------------------- - Boomer Kuwanger - Metal Man
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The tempo's still a bit plodding when the basic beats are in place, but there's definitely more spice to the arrangement now in the form of more creative variations and much stronger dynamic contrast over the course of the 6 minutes. The tempo change also fully clicks now, which was much needed. Now you're playing with power. I'm really glad you decided to come back to this one, Emery; you did a great job tightening this up, and it really shows off your creativity that much more. YES
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Original Decision: http://ocremix.org/forums/showthread.php?t=43275 CONTACT INFO ReMixer name: DaMonz Real name: Emery Monzerol userid: 31308 SUBMISSION INFO Name of the games arranged: Super Mario 64, Jazz Jackrabbit 2 Name of the arrangement: Medieval Koopa Jam Name of the individual songs arranged: Koopa's Road, Medieval Jam Link to Koopa's Road: http://youtu.be/0rygsWPCjNQ Link to Medieval Jam: http://youtu.be/gtJyq0STBu0 Comments: Alright, so after all this time I finally decided to get this track fixed. Thanks a ton for your awesome comments as usual, I agree with all the feedback I got from the previous evaluation. In the first version of my ReMix, I think I might have focused a bit too much on "not sounding wrong" instead of "sounding right", so I'm very glad you guys helped me realize that. In this revision, I tried to alter the arrangement to keep things as interesting as possible throughout the track, and I also tried to beef up the production. I think this ReMix has much more impact than before, and I'm looking forward to getting everyone's feedback to see if I'm right! ;D P.S.: I got the idea of mixing these two sources together when I was listening to Medieval Jam, when I noticed the chord progression similarities that Larry noticed in his post The first idea of the ReMix was to use this to connect the two sources together, by replacing Medieval Jam's ending with Koopa's Road's beginning. Fun fact. ----------------------------- "Koopa's Road" - http://youtu.be/0rygsWPCjNQ "Medieval Jam" - http://youtu.be/gtJyq0STBu0
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*NO* Final Fantasy 6 'Destination of Souls'
Liontamer replied to Liontamer's topic in Judges Decisions
The arrangement is personalized nicely, though there's an overall muddy and cluttered sound here, IMO. Obviously, it's meant to have an ethereal quality, but the melodic leads and piano were overpowered too much by the beats. The heavy kicks from :26-:52 & 1:30-3:06 were also a bit on the plodding side. More dropouts here or there could have prevented it from sounding plodding/fatiguing, but I can live with them as is, especially if the levels on that kick were just pulled back a bit. This may pass as is and I actually enjoy the arrangement a lot, but it's just a bit too cluttered and could use a tweak. That said, I'll go ahead and tip in favor of it. It's not groundbreaking for the genre, but it's definitely still a very creative, energetic take on Cyan, even if it muds together some. It gets it done! YES -
Re-mixer: ZeroSynapseEDM Game: Final Fantasy VI Name of song: Destination of Souls Song arranged: Cyan's theme ------------------------- https://www.youtube.com/watch?v=bi_Zex0qILc
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Chipamp, a bundle of Winamp VGM-related input plugins, has been updated from version 1.0 to version 1.1. This revision updates a number of plugins, most notably updating the .VGM-format plugin to version 0.40. Chipamp is available for free at http://chipamp.org. Please uninstall Chipamp before upgrading! Below is a list of plugins included in Chipamp and their respective homepages. The version included in Chipamp is also indicated (this should usually be the latest & greatest). As a sidenote, chiptune plugins often rely on emulation libraries coded by other developers, so remember to check each plugin's homepage and documentation for a more complete who's who. Please contact us if you have additions/corrections to the below information. Included Plugins & Versions 64th Note 1.2 Beta 3 http://www.hcs64.com/usf/#64th [*] AOSDK Plugin Conversions, VIO2SF AODSF 0.10 AOSSF 1.21 VIO2SF 0.23 http://foobar2000.xrea.jp/up/index.php?page=1 [*] ASAP 3.1.5 http://asap.sourceforge.net/ [*] GEZamp 0.2+(beta) http://www.purose.net/befis/download/ [*] Highly Advanced 0.11 http://www.caitsith2.com/gsf/ [*] Highly Experimental v2.09 http://www.neillcorlett.com/he/ [*] in_sidplay2 1.5.4 http://www.winamp.com/plugin/in-sidplay2-1-5-4/222277 [*] Leonard ST-Sound 1.3 http://leonard.oxg.free.fr/stsound_download.html [*] MDX Input Plugin V1.14 http://www.page.sannet.ne.jp/i-tanimoto/ (404), i-tanimoto@pop07.odn.ne.jp [*] NEZplug 0.9.4.8 + 2 + 19.20 http://www.vesta.dti.ne.jp/~tsato/soft_sound.html#nezplug [*] NotSo Fatso! v0.86 http://disch.zophar.net/notsofatso.php [*] S98 Input Plugin v1.3.1 +8 (2011/05/31) http://www.vesta.dti.ne.jp/~tsato/soft_s98v3.html#in_s98 [*] SC68 v2.2.1 http://sc68.atari.org/ [*] SNESAmp v3.3.4 http://www.alpha-ii.com/Download/Main.html#SNESamp [*] VGM input plugin 0.40 http://www.smspower.org/Music/InVgm [*] VGMStream r1017-test http://hcs64.com/vgmstream.html [*] Wonderswan WSR Plugin v2006/5/3 ??? Changelog 0.9, 8/27/2006 Initial release 1.0, 12/17/2010 Removed adPlug, in_sk00l plugins due to conflicts with default .MID, .MOD Updated SNESAmp to latest version; fixes errors with Winamp 5.6+ Updated 64th Note to 1.2 Beta 3 Updated NEZplug to 0.9.4.8 + 2 + 19.20 Updated NotSo Fatso! to 0.86 Added new plugins: AODSF, AOSSF, ASAP, MDX, S98, SC68, VGMSTREAM, VIO2SF, WSR, YM 1.1, 12/10/2013 Updated ASAP to 3.1.5 Updated S98 Input Plugin to v1.3.1+8 Updated in_sidplay2 to 1.5.4 Updated VGM input plugin to 0.40 Updated AODSF to 0.10 Updated VGMStream to r1017-test
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OCRA-0040 - Final Fantasy VI: Balance and Ruin
Liontamer replied to zircon's topic in Album Reviews & Comments
That's the $1K reward, yeah. I do NOT have $1K. WOW! -
People need to ask. Not every project asks for a subforum, because they don't automatically need it. I've never seen any email to the admin address or any PMs asking about this from anyone. If I don't know about it, y'all are asking the wrong people.
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*NO - djpretzel VETO* Wild Arms 'Flight of the Eagle'
Liontamer replied to Liontamer's topic in Judges Decisions
So Dave checked this out and brought up a really good point that ended up changing my call. I mentioned before that the woodwind was a notable negative here, but it does end up being a larger negative than the panel felt. The woodwind brought in at :12 was mixed too loudly, and the way it's positioned draws too much attention to the stilted sequencing. The softer use of the pan flute at 1:12 didn't stand out to me until djp pointed it out, but listening again, the way it just sounds more like it was programmed at a fuller volume and then turned down -- rather than played lightly -- did sound too beginner-ish. IMO, the overall dynamics/energy level of the composition were good enough; the piano writing carried it and was in play a lot more than that woodwind, and that's why I originally felt it was good to go. That said, djp's ultimately right on his call. If the sequencing and volume of that part is addressed, I'd sign off on this, but checking it out again, it's not ready for prime time on the front page. NO (resubmit) -
Dave actually had this idea back when he made cards for me and himself. He just needs to take a few minutes and tweak the design he made (if he wants to keep that).
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Yeah, definitely will ban you myself too, it's annoying. You're a good musician, but I'm dogpiling due to denseness of poster. Read the relevant content BEFORE you post.
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Love is not strong enough of a word to describe mah feelin'z for this track. Just a great arrangement that retains the structure of the original, but has a great mesh of chippy sounds and genteel instrumentation. Play it for your baby in their crib, or play it for yo lady stopping over your crib.
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How did you get into the game music industry?
Liontamer replied to Liontamer's topic in General Discussion
Anyone else? Awesome info and advice from Nate, in particular. -
According to Markus, upgrading to Winamp 5.666 fixes the issue with Chipamp. http://twitter.com/mhlindstr/status/405337102721617920 Some other stuff was borked after the 5.66 update, so Nullsoft quickly put out a final FINAL final on Monday. Download it here: http://www.winamp.com/media-player/download/en
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Got an open-ended question from a student, Johnny, looking to get some insight as to how some of the community members broke into the game music industry (or have at least dipped a toe in the water with some pro/paid work). If anyone would like to share their story, and/or distill how they've gone about finding & creating opportunities to break into the VGM industry, that would be great!
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What did you think? Post your opinion of this ReMix.
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What did you think? Post your opinion of this ReMix.
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What did you think? Post your opinion of this ReMix.
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What did you think? Post your opinion of this ReMix.
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Good Future is now Present. http://soniccd.ocremix.org
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OC ReMix Presents Sonic CD: Temporal Duality! November 25, 2013 Contact: press@ocremix.org FAIRFAX, VA...OverClocked ReMix today released its 45th arrangement album, Sonic CD: Temporal Duality. The album features 39 artists producing 38 arrangements in a variety of genres based on both soundtracks to the time-spanning platformer Sonic CD, released in 1993 for the Sega CD. This 20th anniversary 3-disc compilation honors both the Japanese soundtrack composed by Masafumi Ogata and Naofumi Hataya as well as the American score composed by Spencer Nilsen, David Young, and Mark "Sterling" Crew, and also features beautiful artwork inspired by the game's stages and cinematics by Liverpool-based artist Sami "TheSmai" Briggs. Temporal Duality is available for free download at http://soniccd.ocremix.org. This album was produced to help promote the music of Sonic CD, was made by fans, for fans, and is not affiliated with or endorsed by Sega or Sonic Team; all original compositions are copyright their respective owners. "This was the last of the 'classic' Sonic games to receive the remix album treatment and I knew we had to deliver big-time," said album director Matt "SuperiorX" Keller, who headed up Temporal Duality alongside a talented support team of OC ReMixers. "Throughout the process, interest continued to grow and I was fortunate to be able to include so many talented musicians from all around the Sonic fan community. Everyone really brought their A-game to this project and I think the end result is truly a top-quality album that spans numerous musical genres that any Sonic fan will enjoy!" Temporal Duality is OC ReMix's fourth community album honoring the Sonic franchise. Sonic CD is the fifth and final game of the series' Genesis/Mega Drive-era to receive an OC ReMix tribute album following 2011's Sonic the Hedgehog: The Sound of Speed, 2006's Sonic 3 & Knuckles: Project Chaos, and 2005's Sonic the Hedgehog 2: Hedgehog Heaven. About OverClocked ReMix Founded in 1999, OverClocked ReMix is an organization dedicated to the appreciation and promotion of video game music as an art form. Its primary focus is ocremix.org, a website featuring thousands of free fan arrangements, information on game music and composers, resources for aspiring artists, and a thriving community of video game music fans. ### Preview it: Download it: http://soniccd.ocremix.org Torrent: http://bt.ocremix.org/torrents/Sonic_CD_-_Temporal_Duality.torrent Comments/Reviews: http://ocremix.org/forums/showthread.php?t=45527
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