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Everything posted by timaeus222
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0:34 & 0:46 - the piano note is a bit late. 1:19 - sounds like you rushed and then slowed down. 1:28 makes it seem like you were falling a bit behind reading sheet music. 2:33 - 2:55 seems a little off on the piano. 3:06 - the piano could be more impactful with a left hand part and a little automation to dip down the lows on the strings there. 3:38 - the piano is a bit late here too. 3:50 - the piano chromatics here are pretty buried.
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If you could change one thing in any game...
timaeus222 replied to nOkbient's topic in General Discussion
Change the scripting in MegaMan Battle Network 1, 2, 3, and 4, 5, and 6 so you don't just stop at the final boss and be forced to fight the final boss over and over and over again even after you've beaten it once. The crisis music tends to get pretty bad (like in 6). -
Yeah, there you go, the sync lead is sounding really good now. Some small balance issues: - The snare is a bit quiet overall. Most noticeable at 1:43. It could just be because the lead there is too loud. - The saw lead at 0:42 is slightly too quiet. - The white noise sweep at 2:03 is a bit quiet, and could stand for a small amount of resonance (boost at the fundamental) to be heard a bit more. - The lead at 1:50 is slightly too loud. Reduce the volume by about 0.2-0.6dB, since it's blocking out the 3o3 arp a little. Where the sync lead is in its modulation cycle should be its Phase. And then if you had some harmonies in certain spots, it could make the arrangement even more interesting.
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Crafting this guitar tone?
timaeus222 replied to timaeus222's topic in Music Composition & Production
Just tried it, and it sure felt like it did something. I can hear the difference, but I'm glad I can't overdo the fatness without hurting my ears, lol. -
Compressing/Limiting when Mastering
timaeus222 replied to jnWake's topic in Music Composition & Production
It shouldn't. A compressor right from the beginning, sure, it'll be confusing. A limiter isn't quite the same as a compressor as it only acts as soon as a track hits the limiter threshold. A limiter CAN act like a compressor, but not by default. -
finished oh boy, another Corridors of Time remix
timaeus222 replied to Argle's topic in Post Your Game ReMixes!
It's the lead that's too quiet. -
The sync lead is improved, but it's not quite there yet, personally. See if you can imagine a natural phrasing of the sync lead, and carry out what you're thinking.
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finished Tyrian - Asteroid Dance (synth orchestra)
timaeus222 replied to Byproduct's topic in Post Your Game ReMixes!
Minor nitpicks: 0:16 could be better legato. 0:20 and 0:53 sound just a bit washed in reverb. 0:40 and 0:51 sound too detached. 1:18 - drums are a bit buried and kinda surrounding the listener a bit. 1:46 sounds like a repeat of 0:16 with some harmony. 2:04 sounds like it should be a climax, but it wasn't effectively built up to nor did it build up quite effectively later on either. The remix overall sounds pretty static. There isn't much of a "show-off" section or two so it's pretty straightforward and simple to me. -
Creating Seamless Loops for VideoGames?
timaeus222 replied to Schematist's topic in Music Composition & Production
Actually, good video game loops don't use Wrap Remainder right away. Do Cut Remainder, and then Wrap Remainder for another copy. Run the Cut Remainder OGG, then the Wrap Remainder OGG for remaining loops. -
Creating Seamless Loops for VideoGames?
timaeus222 replied to Schematist's topic in Music Composition & Production
Yes, MP3s create a small bit of padding, so render as OGG from the very beginning for space-conservation and WAV-like behavior. -
finished Freedom of Youth- Mirrors Edge ReMix
timaeus222 replied to Esperado's topic in Post Your Game ReMixes!
Yep, automations in FL are separate clips, so just move them around to line up with the new placements if you need to. -
a remixer's guide to the orchestra
timaeus222 replied to FM's topic in Music Composition & Production
You can use noteflight.com to write sheet music, and you can export it as MIDI, all for free OMGOMGOMG. -
I like a lot of the timbres you have now. The glassy FM pad starting at 0:22 is pretty nice, but maybe turn down the detuning a tiny bit. The kick is a little low end heavy, and the snare gets buried sometimes. Don't be afraid of compressing the drums while maxing their volume. 1:19 is where the piano sounds mechanical, especially on the blocky chords at 1:22. Try playing with a MIDI keyboard if you have one, or ask someone. The pads are a bit bright there as well, so try a really small low pass, just to leave room for the piano to be heard. The hi hat is a tiny bit mid-heavy and consequently a tiny bit loud. You might want to try some keyfollow on the bass timbre. The lower notes on the bass are a bit unclear. The bass is also a bit too loud to me, possibly because of the frequency distribution. Extremely noticeable at 1:49. 2:04 has a little bit of bad clashing in the pad notes. I know you're trying to go for a jazzy chord, but that's just clashing without the sort of jazzy dissonance you were aiming for. The chiffy lead at 2:08 is a bit too loud, and a bit shrill in the higher notes. It's like you took a flute patch with some overblow and used it in poly mode. 2:57 - the chimes that come in here don't seem to make sense, at least to me, to come from the left. I would personally have done it from the center, or from right to left. Sounds chill though. Pretty good so far.
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Great, I think you got what I meant with more vibrato on the sync lead. Now is there a way on your synth you can adjust the modulation on the oscillator sync with some automation? That could be cool, as you could adjust the development of the timbre so that it lines up with the song. For example, the sync modulation at 0:42 could be slower for a cooler effect when combined with the vibrato. The pitch bend at 0:50 was a bit strange, just personal taste. What happened at 1:02? Something cut off really quickly because of the short release and no sustain, or something to that effect. At the point when your finger left the key, it just stopped making sound without a sort of fading. The note at 1:40 seems like it would be better off a bit longer. 1:50 - 2:20 sounds a little repetitive as it repeats a static 8 note arpeggio that just retains the same rhythm the whole time. The gradual builddown was effectively done. Kind of common, but it works.
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finished Freedom of Youth- Mirrors Edge ReMix
timaeus222 replied to Esperado's topic in Post Your Game ReMixes!
I actually do the automation to save room for effects if I feel the need to add more. -
I personally think the first 32 seconds are too bare with the exposed piano with no variation. Maybe you can add some note variation or some new backing in more quickly? The structure of this song tends to be based on keeping the listener interested, rather than changing a lot, so I don't think it will be accepted by OCR based on the static arrangement. It will be good practice for developing your skills, though!
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OCR02629 - Super Mario Land "Mario Ascends to the Clouds"
timaeus222 replied to djpretzel's topic in ReMix Reviews & Comments
OA was right, the violin is actually a tad stiff. It was also fudged by YouTube in the first second The chiptune-glitch stuff worked better. Seems pretty chill and downtempo to me. I tend to like that. Nice resonant tremolo polysaw. EP was very pure and FM-like, you don't find that kind of EP easily. 2:20 had a pretty nice fretless bass. Interesting rapid perc fillers elsewhere. I kind of expected something like 3:09, as I was reminded of djp's comment about zircon's "Time To Oil Up". -
OverClocked ReMix Design ?'s and Issues
timaeus222 replied to Liontamer's topic in Site Issues & Feedback
Sometimes the link(s) to one or more artists in Russian ReMix Roulette is/are invalid. i.e. Today there were 2/5 that were valid. It might have something to do with them linking to old URL formats. Any chance this was meant to be fixed in the v6 update? -
For metal experts: How should I adjust this rhythm guitar tone to make it melt more faces? Both technical and simplified terms, please. Somehow, I think the bass is a bit subdued by the guitar. https://www.box.com/s/1bv3z0hc82pv7u6cdbzq
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I use Tinypic because I had an account there before it partnered with Photobucket, so I still have the tinypic account privileges. Yeah, that's RIGHT!
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wip (DUBSTEP) FF IV - Zeromus Battle
timaeus222 replied to Rockos's topic in Post Your Game ReMixes!
I can't actually listen yet, but cymbals that don't sound quite right tend to be made of an old material (hence, vintage), causing some high end to be tapered off and occasionally making it sound a little dampened in a sense, creating the need to hit it harder and thus overboosting the mids. The mids on cymbals are generated during the drumstick impact and are usually the reason cymbals are hard to mix for most people. Try lowering the mids until you reach the point where the cymbal still sounds normal in the context of the whole mix playing at once. EDIT: Now I'm home. The kick and snare are both really weak and maybe even a bit buried. I would say try getting a sound like one of these with the kick and snare: Something I just made right now zircon's "Nuclear Dubstep" Shreddage 2 Demo You get the idea? I do feel like the synths aren't all that special though. They're generic chiptune synths, and although that in its own right is fine, you can always upgrade their expressiveness with some creative sequencing and/or vibrato and stuff like that. Onto the actual structural content. 0:25 is a pretty drastic shift into the dubstep. Any sort of transition there that you can think of? Up until 2:20, it's pretty much a dubstep frenzy, and not exactly something you can be addicted to for two minutes straight since it sounds pretty much the same to anyone who doesn't write music. i.e. 0:48 and 1:32 are pretty similar and that's a problem. You need more variation or more interesting synths. I feel like 2:24 would be more effective with a bass drop, not a static sub bass. 3:05 - hey, some bitcrushing automation. So, a minute of more dubstep. What can we expect, other than wubs and sub basses? Not much. Maybe you should rework that section? Try to compensate for people who don't listen to traditional dubstep (like me). 3:40 feels like an aimless buildup to me. It just sounds like retrigger on the lead, sort of, with a tiny little pitch rise on something else. Not really feeling the building up there. Polish that a little more. Snare rolls? Resonant white noise filter sweeps? 4:06 is finally a change in mood and a refresher from the dubstep, but it should have come earlier! 5:12 - I would have liked to hear that kind of resonant-filter+retrigger+speed-decrease creativity earlier. Well, that and there's unfortunately no real ending. -
finished Freedom of Youth- Mirrors Edge ReMix
timaeus222 replied to Esperado's topic in Post Your Game ReMixes!
I can't really take a look at this at this particular moment, but don't be afraid to automate the volume and some EQ bands of certain instruments to adjust to sections in your remix, and then automate them back to where they were when the section is over, once you finally like the EQ and volume on every instrument.