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Kenogu Labz

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Everything posted by Kenogu Labz

  1. [WIP v7 (Final?)] Guitar rebalanced to center. I'd agree there; that suggestion just didn't really feel right in the long run. I take it you mean the crystal pad at 1:52? There technically isn't an attack on it, but I sheared off the beginning of the sample by a few milliseconds. I also changed up the entrance in post-processing, so tell me if it sounds clean enough. (I still need to play Deus Ex. Only past the first mission!) The white-noise strike has been reduced a bit to serve as background, too. This upload has been post-processed, so each section should be at its final volume. Anything else that sticks out? Is it still too quiet in the beginning? EDIT: [WIP v8] An off-note fix and a new snare added.
  2. Thanks, Feep! I'm glad you enjoy it. I'll keep chipping at it, until the problems specified by the judges are gone. Speaking of which, here's a WIPIP (Work-in-progress in-progress): WIP v7 (Gamble Edition) Most of these changes have been made based on Gario's suggestions, and those of Obtuse, Skrypnyk, and Fishy over IRC. I haven't done any post-processing to balance the different parts of the song, yet, but I have worked on balancing the instruments within the song, so that should be a big step towards balancing the song as a whole. Please, PLEASE shout out anything you hear that sounds off, imbalanced, or annoying. I'm trying to pull it all together this time.
  3. WIP v7 I really don't have anything else to fit the lead, so I took the other route: expanding the lead's role near the end, giving it more room to breathe. Unfortunately, whenever I try to fix something in a song, I always end up changing the song itself, too. I also tried some elementary EQ on the samples themselves, when rendering the song, and then segment-wise in post-production, since those are the only options I have at the moment. The samples are probably going to need more work, but hopefully it's a good start. Does it sound like it's making any progress at all? My ears are done listening to the same thing, and more experienced ones are always welcome. EDIT: I've noticed the bass feels pretty shallow, too.
  4. Judge's Decision Latest Version It would seem the balance and EQ still need a lot more work. At this point, I'm pretty much stuck. I'm not sure if new samples would help, either. The judges seem fairly split on whether the synth-guitar lead is good or bad; that really hinges on how familiar they are with demoscene music, I suspect. Either way, the most common complaint is still a matter of mixing, so I'll try focusing there first. Is it plausible to balance a song after rendering it fully, or is it more important to balance each individual part first? Or some mixture of the two? The big problem I'm going to have is that Modplug Tracker, unlike sequencers, does not allow the composer to dynamically change effects in the middle of a song. Once you choose a reverb level, you're stuck with it. Compression? One size fits all. Effects chaining? Non-existent. If anyone has suggestions for a tracker that works in the Impulse Tracker (.it) format, or at least can read it, and also has options for dynamic and chained effects. It would be a great help.
  5. Just finished MI2: SE. Massive props for the work you and the rest of the team did on the soundtrack! It's incredibly addicting.

  6. I likely won't be on all that much, but a whitelist would be appreciated. I wanna see some of these things being built first-hand. Pictures aren't enough!
  7. Ditto; the AI in that game was rather infuriating, since they pretty much let it perform the optimum move. If there was a 4-in-a-row, it would find it. Multiplier? Grab fast. If you play for long enough, you'll notice very simple patterns in which matches it looks for first. But yeah. It's always maddening to be unable to set anything up, in fear the AI will just grab it and run. That's why I play Gyromancer instead.
  8. Thank you for being succinct, Bleck. Whatever the opinions anyone has of group XYZ, insulting people through classifying them as being part of that group is not just a casual tease; it's offensive to the target, and often to everyone else who hears it.
  9. Please, let's not get into the gambit/gambitless argument. The game's more fun if you use gambits sparingly, anyway. Assuming you didn't use gambits, you're in for a long session of monitoring, marked by some points of furious scrambling to juggle healing between current and backup parties.
  10. Yiazmat from FF XII? From what I've heard, he's actually not necessarily all that difficult; it just takes a looooooooooong time.
  11. Indeed, SD3 blew me away. But on topic, maybe this would be a good one to pull a track or two from, Gecko.
  12. The Genesis' chip is unique in that it almost requires the user to either be incredibly clever with the instruments if they want symphonic instruments (see Bloodlines), or that they use a more electronic or rock/metal founded style. Personally, I see it as sounding great when done correctly, without crushing my ears. Then again, I don't have much issues with chiptunes in general... So far as I've heard, though, this really sounds like great stuff. Kudos to Gecko! EDIT: NICE one with the Toxic Seahorse.
  13. Many public servers have that option. But griefers and bots tend to wait until everyone's gone before bombing a server, so you can't always rely on an admin being around. Password-protection or account-limitations seems to the safest bet, though I'm not sure if that capability's implemented yet...
  14. I would love that too. But then you still get griefers, which, unfortunately, would ruin the entire idea.
  15. Quite honestly, the metagaming accounts for a lot of the game's addictiveness. Public servers become battlegrounds, where countermeasures and strikes are made against the griefers. Honestly, making construction/deconstruction a sort of game mode might actually make sense; the griefers have places to do their thing, and those who are building aren't doing it for keeps. I also want to see a survival based mode, either with pre-made maps or randomly generated ones. Basically, survive as long as you can, with records going up on high-score tables. The big difference from normal game mode is that you'd work in teams to accomplish things; you could have a miner, a crafter/woodsman, etc. It would make for some interesting competitions. Throw in some Left4Dead zombie-play-type gameplay, where a group of opponents could spawn as monsters... and you have a recipe for awesome. But that's just me.
  16. OCR Minecraft? I'd be in. Note, though: is the server efficient enough to place alongside two RF2 servers? I've heard that the code's pretty inefficient, compounded by the use of Java. Also not sure if this applies to the server or not.
  17. Drum loops like that one show up all the time. You learn to spot them and giggle a bit before moving on.
  18. Probably a kick-back at the wiki-leaks problem. Though they'll probably have wanted to do something like this for quite some time, using wiki-leaks as an excuse (see blown oil rig; cap and trade).
  19. He's implementing fish? If I see even a hint of Carp in the water, I'm gonna squee. Then high-tail it outta there. Dying torches sounds awesome, too. I can picture the awesome scenes it would make as, one by one, your torches puff out behind you...
  20. There's a couple other easter eggs; just watch the keyboard on the bottom, and the rest should be straightforward. It'll be interesting seeing if a soundtrack in this style appeals to Joe Q. Public as much as it does to your average computer nerd or gamer.
  21. He means the the same problem occurs with his other SNES games as well.
  22. I dunno. Speechcraft is good just because it's simple, and you don't have to spend hours learning to use it in order to accomplish what you need; your speechcraft level isn't even important, for the most part, as far as I can tell, as long as you can get their disposition high enough to get information out of them (except in the few cases where you have to bribe them higher). Although I do feel sorry if you decided to make that one of your primary skills.
  23. I've seen some of the most awful team-compositions recently. These people need to play more DotA-type games to learn how to complement each other properly.
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