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Rozovian

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Everything posted by Rozovian

  1. Liontamer's thread about the same thing brought in reactions from remixers in Turkey, Austria, Finland, Norway, Italy, Canada, and France. That's just those that bothered to post about it.
  2. DKC2SMB was put together by two ocr veterans and attracted lots of established remixers. Who are you? You are not Taucer and Bahamut. Can you remix? Are you a cool person to work with? Will you see this through or give up when interest wanes? Not to be a jerk, but I see no reason to join a project like this. If other remixers feel the same way, you have a problem that DKC2SMB didn't have. Homework: figure out what the established remixer and project leader is saying about projects and the amount of work they involve.
  3. It was a choice of either approving of it or making a big deal out of you failing to keep it under wraps. The first option saves me the trouble finding someone else to do the track. Also, it's nice publicity for the project.
  4. I kind'a wanna submit something anyway. Despite probably being disqualified from the start. Could important rules like that be included in the ocr emails and announcement posts? We're international enough for it to be an issue for ppl. "Hey, awesome, a capcom remix compet... oh. Crap."
  5. Yep, 00:58 is all that's there. Must have cut off during the upload. Anyway, your sound has improved a lot, man. Nice. Dunno what sound you're going for, but you've got an okay sound here already. You could thin the piano a bit, drop its mids some. Maybe you should carve in all the tracks' eq so they're more clearly separated, not that tracks bleeding together is much of a problem here. The weird whiny soft animal-bark-like synth has some clashing notes. Bass works where it is, but EQ-ing its first overtones louder wouldn't hurt - should make it easier to discern. Lowerings its lows, around the fundamentals, should get you more room to work with and further make the bass writing easier to discern. Reverb sounds pretty good, more spacey in the intro but things fall into place when the drums come in. Well done. Some snare notes seem way louder than others, even those out so you have a more regular rhythm on the snare. Arrangement feels a bit empty, some chords covering the mid range wouldn't hurt. If you can write some jazzy comping with the piano you should have the whole range filled adequately. Nice work man, keep at it.
  6. Choir, acoustic guitar and the clap in the intro suck. The rest is good enough for ocr, just needs to be mixed better. Lead synth is a bit too loud so drop its volume a bit. It's also kind'a bland. One of the comping synths isn't that great either. Experimenting with their settings (remember to keep backups of the old settings) could yield more interesting and fitting sounds Bass drum needs to punch through more (side-chain and/or boost its 100-200Hz are). I like the legato synthlines you're using in the background. Cutting lows from the higher-range tracks would clean up the low range for the bass and bass drum more. There's also some compression issues with the track overall, whatever compressor you're using needs to act faster, so faster attack and release on that one. You might want to lower the bass' volume as well so as to not keep pushing the compressor with it. Arrangement is pretty straight-forward, with diminished takes on the sources, occasional breakdowns... Nothing awesome, nothing terrible. Looking at bLiNd's work here on ocr could get you some ideas on how to shape your arrangement overall. Same goes with a lot of others' as well, even if they don't even do electronic music at all. For a first post, this is impressive. Nice work.
  7. Forgot it was a link, glad you pointed it out (tho not as glad that someone noticed). Fixing... fixed.
  8. No harm in recruiting, but you should really scale back on the project's size a bit. 6 discs makes for over 6 hours of music, and with, for example, 5-minute tracks that's a lot of tracks. 360 minutes, 72 tracks. If you can get one disc of cohesive, quality remixes you've done well. if that snowballs into more, great. But if you start off with a crazy ambitious plan you're bound to be disappointed.
  9. There's something panned slightly to the left that sounds a lot better than anything else in this. Learn to tell what sounds good and what doesn't. Then avoid the stuff that doesn't.
  10. Wasn't written for the game? Oh? Anyway, this is great. I don't recognize it tho. Gotta play the game again, see if something jumps at me. Vocals were unexpected but cool. Especially the female part. Overall it has a bit of a Fighting for Tomorrow feel. Something like this for sd3 would kick ass. (tho with less synth)
  11. Ultimately, there's no harm in submitting it even if you're only doing it to see why the actual judges reject it and what they suggest. Do whatever changes you feel like doing, and sub it. Also, practice doing drums and rhythms that drive the track. edit: read this thread.
  12. Tutorial So, what's been said so far is pretty much true. First third of the track is kind'a boring, the arrangement gets better. There's some nicely interpreted parts towards the end, but for most part it's too conservative. There's notes clashes which Dave already pointed out, and you can be more creative with the chords. The sequencing is _very_ mechanical and the sounds and processing is really raw. Read up on effects and listen to the stuff other ppl on the feedback board and ocremix in general make, learn from them. We're all hobbyists here, some of us just more professional than others. You might also want to read up on music production in general, see what advice you can find. Looking for free effects and synths and samples and stuff will help you too. Also, I've never heard of sound reinforcement. Do elaborate.
  13. Aside from what's already suggested, I think you should try drumming on your desk or lap or wherever to get a feel for the rhythm. Won't help you with what parts go where but it should get you started on rhythms. If you can, use your foot too. This is easier if you've sat at a real drumset once or twice. And try it with a lot of different songs, different styles and genres, different tempos. Almost-crappy samples can sound ok if written and mixed right, so getting a good drum plugin is secondary to learning to write drums that has groove even with a gm sound.
  14. You mean volumetric displays. How do you mean? Reading brain activity isn't gonna tamper with your brain. if I'm reading you right (lol), that's like saying reading a text is gonna tamper with the text. Doesn't happen. But back to topic, 3d is first. The technology has been around for long enough to be mass produced easily, and it doesn't require creating new control schemes and stuff. Elaborate mind controlled controllers is still a long way to go before they're practical and commercially viable in the vg market. 10 years is quite optimistic. It might take 10 years before enough screens/tvs will be 3d so there's not much point yet in doing home console/computer games for 3d displays... besides the 3ds. Mind control controllers are even further away, it'll be medical research and handicap coping, probably military use first. It'll be years before console manufacturers are comfortable with using the technology, and then there's r&d on their part, followed by the same by the game developers themselves.I'd say 10 for 3d, 20 for mind control.
  15. Listen to it, learn to do its constituents like the aggressive bass, hard beat, and signature side-chaining.
  16. Last advice is bull. The internal hard drive tends to be the fastest for loading samples, tho it's not a good idea to fill it up completely. Streamed samples should be on a fast enough drive, preferably an internal one. Samples loaded to RAM can be anywhere. The rest is good tho. Your dad might be talking about hardware with their own effects, like Pro Tools' stuff. Look it up. Be aware that not all instruments/effects are in a format that they can load.
  17. I'd say this wouldn't get on ocr for being too conservative with the source., and that the sax and guitar aren't expressive and human enough. More intricate work in the sequencing and expression/modulation cc should solve that. The melodies are nicely interpreted but for most part they're following the original a bit too closely, I think. You have the same backing throughout most of the song, which would also get in the way of getting on ocr. Too repetitive. Not familiar with the sky boat song thing, so it sounds to me like just another liberal solo part. Not sure how extensive it'd count as, and how much of an issue it'd be for ocr.
  18. Something like that. Or the FFs, or the Zelda chronology (except the split timeline thingy). I blame Japan.
  19. To remind ppl who know about SoM that this is basically the same game, except better, not in english officially, and a prequel. Or because they might confuse it with an SoM remix project and check it out. And remember they should FINISH THEIR TRACKS! Also, bios.
  20. Keiiii, update for you on the project forums. Nobody else gets to know anything.
  21. Newbs, stick to the topic, or go to Off-Topic and stay there. Turning a legitimate thread into a rantfight is fail. Stop it. Google is the best source of vsts, "free vst" should get you started. For synths I can recommend FreeAlpha and TAL-Elek7ro II as beginner synths, and KORE Player has some nice samples. You were also alre3ady directed to the EW's free stuff, also good. As for the static, it could be a soundcard or processor/memory issue, or it could be clipping. Turn down the instruments' volume and see if you still have it (if no, it's clipping - too loud output for the digital format). If Mixcraft has a function of freezing tracks, that's one way to get around the processing/memory problem if that's what it is.
  22. What most ppl call theory is just a formal way of explaining what sounds good and explaining music. What you need is the ears to tell what makes stuff sound good - that's ultimately the most useful skill. Second most useful skill is actually being able to make good sounding stuff (but if you only have the first skill and not the second you'll at least not do really bad ones ). Gario covered this quite well already, or at least one aspect of it, so I'll cover something else. I find that the ability to critique your own works is among the most useful skills to have, the ability to figure out what exactly is wrong with it and how to fix it. Listen to bad music and comparing it to good music is one way to learn this, listening to works in progress, is another way of learning it. Our feedback boards are a great place to practice putting the stuff you hear are a bit off or flat out wrong into words, which will help you explain it to yourself as well as to others... and it'll help you understand feedback from others when they say something like "too muddy", "needs more mids", "I hear the compressor", "bad transitions" or whatever. Just know that it takes about two years to get to ocr-postable level if you don't have much music skills/proficiency/knowledge/practice from before. You can speed it up by trying hard but that might take the fun out of it. That's an ability too, btw - to have fun while making music. And it might just be the utmost important one.
  23. With technical pointers and timestamped stuff already dealt with, I'll just chime in with my main issue: the progression is a bit awkward. I know I do meandering tracks but this seems like a medley of interesting ideas but not cohesive enough. This remix is an example of a multi-style idea medley that has a progression that makes sense and is more cohesive overall. See what you can learn from it.
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