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Nabeel Ansari

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Everything posted by Nabeel Ansari

  1. I think he's referring to the two-variation stage themes in X4. Frost Walrus, for example, has a much different area 1 theme than his area 2 theme.
  2. The lead also has a fair bit of vibrato. It comes in a little ways after a note is held, so you probably best should automate it using the mod wheel.
  3. I would recommend using about a fourth of the amount of reverb you put into these.
  4. http://vi-control.net/community/index.php?threads/pocketblakus-emotional-solo-cello-freebie-kontakt-4-2-4.27672/ So I found this a little while ago, and it's pretty amazing. It's got full legato scripting, and you can switch between normal and slurred by changing the velocity. The spiccatos are also, of course, tight. Here is a piece I made with it. This also uses Cinematic Strings 2, ReForged, and our new Shou Drum. https://soundcloud.com/isworks/shou-drum-pool-of-light-by-nabeel-ansari
  5. Not really. He could've just moved out of the country. There are plenty of quiet spots in the world.
  6. I really want Crisis Core gameplay as well. Turn-based battle and top-down navigation = blech. I don't think there's a need for including Advent Children. It's not a game, people aren't asking for it, and the plot is sort of an unnecessary continuation of FF7, only existing to pad around big fight scenes. A remake of Crisis Core is also unnecessary since it was recent enough (PSP).
  7. Don't just sit down and listen to music. Do something else simultaneously. Try cardio.
  8. 1) Will submissions and the remix judging/posting queues ever be moved to a live database driven application with forms and appropriate functionality (like storing judge decisions, keeping live statistics of the judge decision types like YES vs. resub vs. NO, custom functions for DJP/Larry like overrides, maybe) rather than driven by email inboxes and forum decision threads/lists? 2) If so, when can we expect the shift? 3) If so, will the dev(s) make sure to put in a notification system for telling people their remix has been judged and also for when they're posted or need revisions? I think not being told about judge decisions is a really big problem. It requires people to follow the judge threads everyday, and since the queue is almost a year behind right now, people are very likely to forget. I'm all for giving higher musical precedence to musical writing than verbal writing, but this seems kind of wrong to me. If a ReMix uses the same lyrics, that should count as source usage. It's NOT the same at all as comparing it to a flute, since the flute doesn't have the unique range of inflections and words the human voice has. If something is using the same lyrics with a different melody, it is the same song, just a different piece of music under it. It is recognizable, and a direct tie to the source.
  9. Because Shariq definitely had time to be not one, but two forum super moderators simultaneously. I should know.
  10. Well, they have DNS, but you'll still have to go and buy your own domain from somewhere. I use namecheap.com . Pretty cheap. Like I said, you'll probably want to shell out $10/mo or $20/mo for better RAM and space on the server since MineCraft runs in Java, but even if you go with a $5/mo server and a $5/year domain, that's a pretty reasonable full web set-up (hosting + domain + root server access) for $65/year. Keep in mind you can do whatever subdomains you want once you tie the domain into digitalocean DNS. I have a droplet for my website at neblixmusic.com, I have another droplet (so I have two separate $5/mo servers/machines/IP's) that I redirected from dev.neblixmusic.com for no extra charge. When I ran a MineCraft server, I had it sit at mc.neblixmusic.com (though it was the same droplet machine as my website at the time, so neblixmusic.com would have taken you there anyway) I installed a LAMP stack on one of mine and then installed WordPress, the whole process took an hour tops. With setting up the MC server, it's way simpler even if you're not used to the command line. You can just follow the instructions from a guide and you'll be good to go, it's not hard or tedious at all. Use sftp from FileZilla if you want to have mouse-driven file/folder management for moving/copying worlds and saves.
  11. You can make a $5/mo root access server on http://digitalocean.com. 512GB RAM, 20GB SSD storage. They give you root, just ssh in, install the mc server, maybe assign a domain (they have DNS). If you want more space and RAM, you'll just have to pay some more. Probably necessary for a big MC server. You won't even be charged for time that you have it turned off. I have two of these babies, one for my website and another for web dev. They're easy to make and just as easy to nuke and destroy, since it's all VM's.
  12. That's not an official answer, it's BioWare guys joking around in an interview.
  13. CoD and Madden are not the only modern games. There have been plenty legitimate advances in the game industry, so your argument there kinda comes off as really naive. The whole "Nintendo is a shining gem while the rest of the AAA game industry is brown mature garbage" thing got old a long time ago (like many many years ago). The appeal of an online mode far exceeds a simple desire to be like competition. I guarantee you "We need an online mode, to garner more playtime!!!" is not the conversation that happens, nor does the marketing team have anything to do with it. Let's go through this one by one. Good times are entirely subjective, and online modes primarily work well if you have friends to play with. Notable examples include games like Mario Kart and Super Smash Bros. What Nintendo game has an online mode you believe was "tacked on"? This argument literally makes no sense. There is no reason that if competitive multiplayer works online, co-op shouldn't also work online. In fact, co-op DOES work online, and many, MANY action co-op oriented games have shown that to be true (such as Borderlands, Team Fortress 2, Portal 2). I'm not even going to touch on the games that are specifically designed to be online Co-Op alone. There's also nothing saying necessarily that Nintendo working in an online mode would make the depth of the rest of the game suffer. Unless the Star Fox devs were reading this thread right now and going "never mind, we should put in an online mode!", the online mode would have been a planned feature, and as a result of planning would have been developed with ample resources for itself (and not "stealing" from the resources of the guys doing the campaign). That, or they would do it strictly after. I'm not familiar with Nintendo's game develpoment paradigms, but I have a hunch that they're competent enough to plan their features (most of the time, there are exceptions).
  14. The lack of music in the demo was a huge mistake for Nintendo.
  15. I actually initially wrote "best" as well, but edited it out in order to not cause class wafare between different FF fans. It certainly is my favorite. The story's pretty heart wrenching. Though I think the remake has the potential to knock it off the throne, simply because it's going to be the FFVII narrative but retold through modern game design and lots more production candy like voice acting (which probably means we can expect a lot of new dialogue that fill in the "role-play" stuff we did as kids). I'd argue Crisis Core's game framework is a better vehicle for telling the FFVII narrative, and I really hope they derive aspects of the remake from it.
  16. I'd argue Crisis Core is of the better Final Fantasy games. Really, my argument boils down to allowing developers whatever creative freedom they want. If there's no compelling reason to connect the nature of Final Fantasy's narrative with the turn-based combat system (what the game mechanic says about the story, or how it further drives the story), then I say it's just fueled by nostalgic concerns and what people who played previous games want and expect. Which is certainly a valuable consideration in game development, but should not ever be limiting. As much as we rag on them for repackaging older games and giving us same-y content, why do we then lash out when they take risks that can be viewed standalone as still good games (see: FFXIII reviews) but just hated because they're different? To me, that's a case of franchise entitlement by consumers. Which is dumb. Games are an artform. Developers are the artists. Not to mention if they had been making turn-based combat every game, no doubt we'd start saying they're just being formulaic.
  17. This is arbitrary. The idea that FF can only be static turn-based menu combat is arbitrary. They left turn-based combat long before Final Fantasy XIII. In Final Fantasy VII: Crisis Core, we had free action combat like Tales RPG's. FF Tactics was also a different battle system. You can do non turn-based RPG's wrong, yes, but I don't think that makes a good case for why the Final Fantasy franchise only works best in turn-based menu battling. Some people, like me, don't like turn-based menu combat and think it's a chore. The idea that my controller is a glorified TV remote instead of being a direct relationship between me and the game character just feels wrong to me (though let's be realistic, I still get enjoyment out of it).
  18. It's not always about making new experiences. Final Fantasy VII deserves a remake exactly because it is such a good game. It is so good that repackaging it in a modern production value makes it so that so many more people can experience what Final Fantasy VII is. Young gamers. Older gamers who didn't play games like FF when they were younger. People who don't take craphics game seriously in general. They're taking FF7 and bringing it to so many people who didn't have the chance to play it (or the stomach for its aged quality). The remake makes it *accessible*. It makes it so that FF7 a valid modern game you can recommend to someone alongside Mass Effect or The Last Guardian. This is why you remake games. Your statement that games should only be remade when they need to be fixed is, well, wrong, at least with what I value and what I think developers should value in the industry, which is bringing amazing experiences to everybody, not just the people who have the benefit of nostalgia. Final Fantasy VII is too amazing an experience to leave as a relic of the past.
  19. Which of these projects were created by people who actually knew what they were doing? (More pressing question, which of these projects are actually even good ideas in the first place) EDIT: I went to examine them personally. Many of these projects were created by individuals. Many of these products failed because they had no idea what they were doing. Others were instances of scams (take money and run). Playtonic Games is not a bunch of college indie developers and they're not scam artists. They're game devs with decades of industry experience. They know how to make a game. Furthermore, they've created more than their MVP (minimum viable product, if you're unfamiliar), whereas most of those failed Kickstarters were just basic prototyped. One of the few games in that list got stuck because they didn't know how to compile their project. That is one of the most amateur reasons for deciding to give up on a game. If your game logic code doesn't reference dependencies and is structurally sound, there is ALWAYS the option of remaking your game if you simply do not understand why the compilation process is getting messed up. Remaking your game is a matter of importing your assets into a new project and copying over your game logic. It takes a long time to do this especially if you wrote the engine yourself, yes. It takes a lot less time than never doing it. Smart project management knows when it's time to nuke and start over soon enough to minimize delay. This won't happen with Yooka-Laylee regardless because it's built on an actual engine, and the devs are *probably* using proper source control and back-ups so they can just roll back if something catastrophic happens to their compiler set-up (which isn't likely anyway if they're using game engines and IDE's). There are rare instances in which if you know how to make the game and how to pay for it, you won't be able to create the game. That almost never happens. Keep in mind any of your quick google searches will result in showing notable exceptions to the millions and millions of games that have been released. Making games has never been easier. Small games can be made and delivered to the app store in 48 hour pizza parties. Big games primarily take continual motivation and money, both of which Playtonic Games has. If that doesn't convince you, they have their MVP. The game is done, it just needs content.
  20. People are starting to do this song music thing for trailers. Pay Day does it with all their new content releases and their composer custom writes all the tracks in various styles. They're quite good, one of them was 60s rock and roll, and they actually recorded it as such and everything. it's kind of an inverse response to the constant wave of Zimmer-esque cello spiccato synth drudgery. It adds human personality to the trailer's atmosphere. It's becoming a trend of its own, but I'm not complaining. The video game era of 2015 is less brown and less spiccatos. Embrace it!
  21. How about complete asset re-imagining? FF7's assets don't directly translate to more polys and higher res like Zelda does. They need to basically redesign the game (to the extent of as if they were designing a completely new one) Combat overhaul? Dialogue re-writing? The list goes on for reasons why FF7 has not aged well. It just takes a bit of a critical eye to see that. In all most every aspect of game design (story, dialogue, 3D assets, 2D assets, game flow, combat system, music production), FF7 has a lot of room for improvement.
  22. Humans in Andromeda =/= Humans traveled from Milky Way Like I said, anything goes in sci-fi. Anything we say right now, however within reason, could be just way off the mark.
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