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Level 99

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Posts posted by Level 99

  1. Nice work, Jay. Incredible first solo-mixpost. It's clear you have a huge passion for the game, and you poured your heart into this mix. Explains the long length of it as well, and how many different themes you incorporated.

    Not much to say. "Epic", while over-used, fits the description well. It's almost theatric in it's scale, as it could easily pass as movie production music. Awesome work.

    *thumbs up*

  2. Man, I've never heard of this game before, and now I feel like I missed something incredible growing up. My poor childhood ;_;

    At this point, I'd be very very surprised if Dr. Man-Hat-Anne,MD, made a song that I didn't enjoy. This is absolute DRIVING music, or if you have a horse, RIDING music.

    There were parts where I feel more could be going on, and more interpretation would have suited (particularly the semi-inactive second verse and the section right before the solo), but everything else besides that is beastly. Even those two problem sections detract from the song as whole, and the guitar tones you used throughout made my pants a little tighter than usual. The twangy clean-crunch...I want that setting. And I want it RIGHT NOW.

    I'm aware of the issues the J's bring up about the brass samples, but they're not the spotlight of the mix anyways, and simply because their timing and velocity is dead-on, I find myself enjoying them a lot.

    Also, Mexican Hat Dance = awesome. Caught me off-guard, almost dropping my Chihuahua, my Burrito. I'm doomed if it caused my bandoleer to come loose!

    Fantastic song, and you better keep making them. Or else I'll go hire Lee Van Cleef to keep you in line!

  3. Thought about this in the car, talked briefly in IRC about it, did a little research and here's where I ended up:

    OC ReMix isn't distributed over iTunes because it can't be added to the iTunes store. From my limited understanding, this is because the music we make can't technically be sold, and a) there's no way to sell a song for free in the iTunes store plus B) there are costs associated with having an iTunes artist account. So anyone who wants to add their OC ReMix music to iTunes has to add it themselves, either after downloading mixes/albums separately from the web servers or getting the torrents.

    Would it be possible for OC ReMix to set up an iTunes user account, and create a podcast that is in the iTunes store? It looks to me that the rules for the store related to podcasts is the same as it is for any free content online (fair use, right to distribute, blah blah blah - basically, the same rules that OC ReMix has been running under for a long time). Podcasts themselves are always free; iTunes does not allow people to charge for it.

    Each podcast would be a posted mix from the site. Podcasts in the iTunes store are merely directory listings and organized download management - the RSS needed for podcast listing, as well as the media associated, are all hosted somewhere else. OC ReMix already has the file mirrors for posted mixes, so that's really not an issue, I would think. The RSS would get updated every time a new mix is posted.

    This would solve a number of issues all at the same time. It would allow people who can't use torrents to get the whole current collection of songs. It would automatically keep that collection organized based on the preference of the person subscribing (ie. keep only mixes for the last 30 days, etc). It would cut out the middle step for adding downloaded mixes to the iTunes library from the web or torrents. I haven't tried it yet on my podcast feed, but I'm assuming that if someone deletes an item from the RSS, it wouldn't show up for any new people subscribing or updating (useful for when/if a mix is removed from the site for some reason).

    The only issue I can think of would possibly be a tagging one (source/artist crediting, sufficient fields for sort, and others I'm probably overlooking). Assuming that tagging ends up not being a problem, I would hope this is something that could be pursued in the near future. I know it would make a lot of people happy!

  4. And just because we couldn't give you enough, here's Part 2 (Episode 25.5). Featuring My Immortal chapters 30-34, and our wrap up from last week with a few more mixes. It is absolute awesome because Cyril gets quite drunk on the air for his birthday.

    Episode 25.5 - Subtle Unpleasant Lamp Birthday Part 2 (featuring My Immortal Chapters 30-34)

    "If you download games illegally, your dog is going to DIE."

  5. It's just so funny to me that you would ask a total stranger to make a pie chart of something for you. Hahaha.

    I come for the funny, I stay for the awesome. :lmassoff: Well, you started the topic! I'll just come up with the graph in my mind.

    I was also going to point out that, even if one buys a PS2 for $40, they're not going to get the quality they want out of current HDTVs. In my humble opinion, and unless my old eyes deceive me, pretty much all standard def signals look like complete arse on any HDTVs. Considering that's the majority of market selection available these days (unless you're shopping used, or something really small, you're 95% going to get an HDTV), buying a PS2 wouldn't be the wisest investment unless you're planning on running it on an older TV.

    http://hdgames.net/

    Go here and sort through how many PS2 games support 480p (there is one game, maybe two games, that support 1080i on the PS2). A modest amount, but consider how many people complain about the Wii only supporting 480p. Definitely better than 480i, especially on HDTVs, but it's not what people want. For the PS2 emulating the PS1, the signal being sent was still on the same standards at the time. PS3 running PS2 came as the shift to higher resolutions was heavily moving, so the situation is quite different.

    And for those who snoop around, there IS a retail un-Sony disc that forces the PS2 to run at specific HD resolutions regardless of what the game indicates. 1) it doesn't work with all, or many, games. 2) when it does work, it's glitchy or just ups the display resolution, not the render resolution (causing stutter or not even stretching the display to match the signal).

    PS3: It only does everything (except play PS2 games, and if it does, it doesn't upscale the render)

    /endrant

    I'll be watching eagerly now to see what develops out of any PCSX2 endeavor to run on PS3.

  6. EDIT: Uploaded Episode!

    Episode 25 - Subtle Unpleasant Lamp Birthday Part 1

    Yup. It's officially a two-parter. Part 1 this morning, you filthy apes. Have a Subtle Unpleasant Lamp Birthday.

    Is this all that the show is gonna be now? You guys reading fan fiction?

    Brushfire is right: we just need to finish what we started. We realize it's not EVERYONE's cup of tea...well, no one's cup of tea in fact. But nobody likes a quitter. And we have to seal the demon we unleashed when we started. We thank you for understanding.

  7. So... I see HINTS of ep 25 coming soon...

    Yes, we have all the parts of Ep 25 in...but it's probably gonna be a split episode. It's very VERY long.

    Also, I hear that it's going to be some major work to restore the website. I might throw something together very very fast in frontpage just to service you folks. Probably won't be shownotes or anything if it gets made, but it will be at least SOMETHING. Unless Deven can perform a miracle quicker.

  8. They did. It's called buying a PlayStation 2. Because they want more money.

    But it's bullshit that they removed that support from the PlayStation 3. It's not like the PS2 had a small library or anything, and it's not like everyone and their brother didn't own one or have a considerable library they'd still like to play...

    It was one of the ways they reduced functionality in order to reduce the price of the PS3. Logically, it made sense:

    Including the hardware, as the 20/60gb launch PS3's had, is one of the ways the price was jacked up.

    Running the software emulation reduced compatibility with many more PS2 titles, and supporting that with further firmware updates is more money spent on the developers parts. Essentially, in Sony's eyes, it's probably seen as both aiding emulation enthusiasts by doing their job for them, as well as product cannibalization (buying one sony product instead of two, which takes money out of their pockets).

    http://www.hardcoreware.net/playstation-3-80gbs-ps2-backwards-compatibility-sucks/

    Just to illustrate the point of reduced software support.

    Chipp, can you make a handy-dandy circle graph showing how many games it supports for the PS2, or is that not possible? Just for my own personal interest, actually.

    Chances of Sony ever bringing back software emulation for PS3 is slim to none, and slim is drunk dangling off the balcony.

  9. But...But...

    This means it'll be totally ruining the realism associated with Goku's, like, 6-month-long training journey on the way to Namek. Or how it took a quarter of a year for Goku to run across that damn Snake Road. Or how it takes characters longer to power up than it does to make a nice stew in my Crock Pot! I could always count on DBZ to be a better gauge of cooking time: start the Crock Pot just as someone starts charging, and then by the time they're almost done, dinner is ready. Two days later.

    All exaggeration aside, I think this would be more worthwhile if it was more of a 100% remake: redraw in full as well as revoiced, and cut down on filler. The biggest issue I had with the original is how adding filler AND bad english translation voice acting would really test my patience with the show. On the plus side of that, however, I could miss a few weeks of it and in fact have not really missed much at all.

    If someone posts a comparison of how many episodes of the old show fit into one episode of the new show, then I'll consider giving this a taste.

  10. First, that image comparison is staggering. I've run PCSX2 every now and again just futzing around with stuff. I had no idea that even with upscaling the PS3 on-board support, when it had it, PS2-on-PS3 was that terrible. I didn't read the full thread, but are the ones from the PS3 from the 80gb software emu or the 20/60gb hardware emu?

    Second, while it would be incredible to get ps2 support on all ps3's, there's those two obvious obstacles:

    1) the ability to run homebrew on the PS3 (this is an eventuality as, with all hardware, time nearly always reveals holes permitting exploits, however with the PS3 there I can't really see it happening in the near future)

    2) the cross-coding needed to run it on the PS3.

    I guess the cross-coding has two main options, if we ever get to that point:

    a) if Linux support were ever reactivated, or somehow reached through exploit that also allowed direct access to the graphics core, then just optimizing the Linux build for PS3 and creating the proper plugins for GFX, audio, pads, and whatnot.

    B) going straight to the homebrew-on-exploit level and having a version coded specifically for the cell chip and associated hardware.

    Neither of those look particularly tasty, though I'm not an emu coder. I'd love to have high hopes for this, but...I just can't fight the feeling that it's just not going to happen. I'd love to be proven wrong, and I wish I knew more about it to make a better educated guess.

  11. Yeah, I read about this a bit ago too, and there's honestly a lot more under the surface than people may initially think about. I'll do my best to avoid ranting to the point of incomprehension:

    * The used games market isn't 100% taking money out of developers pockets. There are many reasons people will buy a used game, besides the fact that they're cheaper: it's a way of gambling less money on whether the game is good or bad. Example: buying Madden 2005 used because you're new to the sports game thing. If you like it, and you have friends who play it and buy it on day one, you'd probably buy it new just to play with them. Of course that's a lesser reason, but you can't say that all used sales result in only more used sales.

    * On the same note, used sales are the more sound "business choice". I'm playing devil's advocate here. Gamestop buys 50 copies of the new Final Fantasy game for every retail store. Gamestop buys these games at the highest premium, in bulk, from the game manufacturer. Let's say that the new game is a total flop. Gamestop eventually marks down the price by more than 50% to just move the copies out and make some kind of comp back for the initial purchase. Used games are nearly 100% profit for the company, minus repair cost and taxes or whatever. None of the initial payment goes back to the developer, which is what EA's new approach is trying to change. They don't want zero used sales: they want money for every copy sold, either new or used. The amount of people who have played a game never equates to how many people have actually contributed to the developer for playing it.

    * I'm talking strictly console games, as PC games aren't even really part of the trade scheme anymore. Gamestop, the biggest retail store that deals in used game trade, doesn't accept PC games and has not for a long time. Also, looking at the section of PC games at a store like that shows how the majority of PC games are either available via digital distribution or can be purchased either online OR in brick-and-mortar stores. I hate to lump the entire group of PC gamers together, but everywhere you look on the PC platform, it's shifted extremely towards non-physical media distribution. As a result, PC games are more subject to piracy, which definitely takes money out of developers pockets. And the current retail solution for piracy is trending with DRM. I'm not even going to touch on the subject of DRM and how they're punishing the paying customer for the pirates, thus further encouraging people to pirate because of inconvenience; not part of the current argument.

    * I see this entire approach as an extension of the popularity and profit generated from DLC usage. The nickel-and-dime approach has done wonders for making money back to publishers and, to a lesser extent, the developers. Why make a complete game when you can just sell more DLC? Why focus on getting it perfect when you can just patch it? Why not charge for horse armor? If the entire distribution of all games can't be digital, as is the case with consoles, then every method possible without losing too many smart consumers is employed to get more money. Zircon's absolutely right about the average cost to make a game today much higher than it used to be. Episodic add-ons that circumvent the retail outlets are a guaranteed way to make money and not lose it on used game sales. Because even if you buy a game used today, like Burnout Paradise, you still have to pay for all the DLC for your own account; it does not come with the purchase of the vanilla game.

    I'll have more thoughts later, but only after I buy the Lunch DLC for the game "My stomach on a Friday"

  12. For me, the reason why I enjoy Chrome is because of the independent process-per-tab feature. I'm not sure if other browsers have caught up with Chrome there yet, but the fact that I can have a tab crash and still have the rest of my browsing be uninterrupted (95% of the time, a few crashes have frozen the gui for it whole) is great. I'll admit not everything Google has done is a golden egg, but with Chrome, at least for me, they got it right on the money.

    If there's a linux flavor out there designed to run pretty much just Chrome, and all the features therein (playing music, email, docs, streaming video, etc.), I'd probably be much more enticed into getting a netbook with a small SSD and taking it around where I know WIFI is. Basically: if Google's OS delivers in the same vein that their browser has impressed me, I'd highly consider going for it. If/when Baltimore gets city-wide WIFI, then it'd be a must-have for me.

  13. http://www.gamesradar.com/ds/super-scribblenauts/news/super-scribblenauts-will-introduce-adjectives-upgraded-controls/a-20100517131259970047/g-20100517124653682025

    quote of quote:

    "All-new for Super Scribblenauts, players now have the ability to write any object that comes to mind and modify it in any way they desire using adjectives to reach the goal in many levels. Adjectives can change the colour, size, style, behaviours and many other aspects of the object they are describing. Multiple adjectives can be combined together to produce incredibly creative objects, such as gentlemanly, flaming, flying zombies and purple, obese, winged elephants, allowing the player’s imagination to run wild for an even more inspired and individual experience than ever before."

  14. http://www.chromium.org/chromium-os

    At least I think that's the appropriate link. Looks like it's not really intended for anything more than what google's own services offerings are. Simply, and probably a little inaccurately, one can assume that the chromium OS is a lightweight hub designed to be run on netbooks so that access to the internet and internet-browser-related activities (website, flash, video, docs, web games, IM, email, calendar, etc.) is quick and efficient.

    I wouldn't make any bets that it would support stuff like Sonar or whatever, though I haven't fully read the documentation. Think of it this way: why would people want to run Windows, or even some flavors of linux, for doing things with their google accounts and internet browsing if google designs an OS designed specifically for those things and only those things?

    Edit: I was mistaken. I haven't read up on this lately. Look like there is the chromium unofficial project for making a google open source OS, while google chrome os is just a flavor of linux that will ONLY RUN the chrome web browser.

    http://en.wikipedia.org/wiki/Google_Chrome_OS

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