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Kenogu Labz

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Posts posted by Kenogu Labz

  1. Anyone else find it odd that, at least from the outside, the system sounds like it pushes a lot of metagame strategy? I mean, sure, we've been working with numeric stats since D&D, but having to focus on perfect timing for ATB bars... it seems a little, well, stretched. Not that it's necessarily a bad mechanic, but it really removes from the concept of how the system could tie to the world itself.

    Or am I totally mistaken, here?

  2. Well, making it a bit longer would be nice, of course. I didn't realize it was you until rhythm started kicking in, and then I recognized the style and instruments. It's good to hear another VIII track being worked on, that's for sure.

    • Good buildup with Compression of Time. I knew I recognized the theme, but had to look it up.
    • Around the one minute mark, it starts leading into the main song; kind of reminds me of 'Battle for West Ascension', then I remembered this is a remix, and derailed that mental train of thought.
    • Brass section at ~1:35 is a little heavy, sounds a bit overpowering.
    • After that, everything seems to be smooth sailing, now all you need is perhaps a bit more length, which I'm assuming you're intending to add, thanks to the abrupt ending.

    Glad to hear more of this style from you. :)

  3. Wow, this program is amazing! I mean, I'd always wanted a Latin rendition of Schala, but didn't know how to make it. But the ReMixanator did it all just right! This could revolutionize the scene as we know it. And I don't have to wait for a whole week just for one mix! Getting rid of those annoyingly slow composers and schedule-ridden judges was just the right thing for the site.

    What do you all think? What's your fave mix you've generated?

    EDIT: Big thread for a little April Fool's joke. Thanks for making the day hilarious, OCR Judges and Staff, as well as anyone who provided the laughably good music to the table. Bravo!

  4. It's painful finding a site that has a solid list of MOD chiptunes nowadays. The MOD archive holds a lot of good ones in the four basic formats: MOD, S3M, XM, and IT. Other spin-offs or variations probably aren't held on the site (such as MadTracker), but most people use these formats anyway.

    The Mod Archive

    I haven't been there in awhile myself, so I'm not sure how their content sizes up now. The 'Random Pick' option does help you discover songs you wouldn't find otherwise; it can also make you break a rib laughing at some of the more terrible songs.

    Also note that, to make tracked music, you'll need samples, and often, the simplest way to get samples is to open up other MODs in your tracker and rip the samples. Most samples were simply handed around back then (unless the author denied permission to do so), and the practice still seems to hold now to some degree. The tracker I've used, Modplug Tracker, uses a Windows interface, so it's much simpler to learn than the trackers that maintain an Amiga/C64 feel to them.

    Modplug Tracker

  5. I'm pretty sure the only way to create SIDs is to code it in BASIC, which is not gonna be a lot of fun. But yeah, SID music has this... strange richness to it, when well-made.

    A lot of MOD music tends to have similar sounds, or are even made to sound like C64 chiptunes (given that the format was for the Amiga, the C64's successor). The songs used for Seiklus come to mind.

  6. Soooo this is a massive necropost, but with good reason.

    Indie developer Nicalis has been working on a port for WiiWare, which includes a graphics and music upgrade (both optional), several new game modes (including Curly Story, where you play as Curly Brace), and various other additions. The development was assisted and monitored by Daisuke Amaya himself, so his official mark of approval is set on the game. It's going for 1200 Wii points ($12) right now, so check it out! I certainly plan on doing so.

    WiiWare game page

  7. If you really want to micromanage your chiptunes, try setting up an MML compiler.

    It's a pain in the butt to set up and use, but you can really get the best results out of your NSFs that way.

  8. I'm not sure how XIII stacks up in terms of world-building, but that's been one of the strongest pulls of Final Fantasy for me. In these games, they not only make a world, they build it. As you play and live the character's lives, you see the mechanics, politics, laws, and nature of the world. XII did that surprisingly well, which is one of the reasons I really like the game (among other reasons). Similarly with X, the storyline didn't just show you the world: you were slowly shown every aspect from someone who themselves was having to learn the rules to a new world, which is why it was so strong (despite its terribly simple battle system). Does XIII world-build, or does it show?

  9. The biggest problem that I see with kids that age playing online is that they have a very low maturity level. The only way they see how to solve problems is to argue back. Common courtesy is the last thing on their minds, so they'll ignore requests to do or cease doing something. It is rare that you will find a 12-year-old giving a methodical, rational reason for chasing after people with a syringe gun instead of healing, or who will stop talking just because someone asks them to.

    Then again, there are some 20-year-olds that behave similarly. It's all comes down to maturity: most 20-year-olds can be expected to behave at a more mature level, whereas 12-year-olds are not.

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