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Eino Keskitalo   Members

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Posts posted by Eino Keskitalo

  1. Really fresh direction to take this track, that's always a joy to hear.

    Vocals need work, but that's pretty much covered. The timing on the rhythm guitar feels a little off at the beginning of the second verse, it's a little uncomfortable. Also as a possible fun addition, the bass could become more active during the outro fade rock-out, it sounds like there'd be room for it and it'd be quite natural. Good luck with the track, it's very promising!

    --Eino

  2. As for resubbing "Hogtied", I may be annoyed that a SECOND passed arrangement of mine got retracted but I'm determined to push for a revision to go onto the site. However, with Brandon taking the news a lot worse than me, I don't know if the OCR version may or may not feature a completely different collab partner. But no matter what, I'm determined to succeed x)

    All right, that's great! Too bad if Brandon is demotivated, but on the other hand getting two versions with different people on it sounds pretty cool!

    --Eino

  3. Super fun track, with a great live feel, and good vocals with a fitting style.

    I agree that the vocals get buried, and I can't really hear the lyrics except in a couple of places if I'm not listening hard. It sounds like a production issue to me too, especially the horns drown them out, but the vocals sound muffled when there's just drums+bass+guitars accompanying. The accent is not an issue.

    Very nice touch using the game sfxs for beepign out cussing. :nicework:

    --Eino

  4. Wow, I've spent hours on Skyroads and I don't think I've ever played it with music on.. there's some good stuff in there! Lots of potential in those two tracks you posted.

    edit: Nope.. I just read a review I wrote of the game in 2001, and I did compliment the music and the adlib sounds. I just don't remember the pieces at all. So weird.

    --Eino

  5. Hating Java is so 1999. Whatever gets the job done, and a tool you already know gives you a head start. You'll be light on graphics side. I guess performance-wise the hardest thing you want to do is simulate a big world, a lot depends on how much of it you want to simulate simultaneously, and how precisely. (Like I knew what I was talking about.)

    Do you plan on including procedurally generated content and permadeath? (The cornerstone roguelike features if you ask me.)

    --Eino

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