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Everything posted by timaeus222
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Tropes vs. Women / #GamerGate Conspiracies
timaeus222 replied to Brandon Strader's topic in General Discussion
Except Zoe didn't choose to post those nude pictures. Her vengeful ex did. You're basically saying it's Zoe's fault if she makes a mistake that leads her to get harassed by a chunk of the world. If that chunk of the world had the common sense to not react immaturely, then she would be fine, but apparently, it's hard to accept someone's opinion these days, even if you don't know them at all. It's not like she can just know how people will react (unless she goes off of the first time it happened), so just blaming her for not predicting who she has never met before will do to her... Dunno how that makes it Zoe's fault, especially because it began as, by Aristotle's definition, "an involuntary action"---doing something without knowing the consequences, but still having voluntarily made the decision, realizing the consequences later on (making it nonvoluntary later). See Nicomachean Ethics Book III. So no, she didn't ask for it. Anita kind of did, but not to the intensity that she got it. Sidenote... I made one post basically saying "meh, it's this dubstep that represents the stereotypical kind people who don't like it don't like", and lo and behold, over 6 months later, people are still arguing over it. 'Course, I made it in a , but oh well. Anyways. [/OT] -
Tropes vs. Women / #GamerGate Conspiracies
timaeus222 replied to Brandon Strader's topic in General Discussion
In short, we should really try NOT to do appeal to authority fallacies by throwing in a famous celebrity as the authority if they don't what they're talking about, but some of us (of the whole world) still do it anyway. Even a few scriptwriters for commercials. In the last month or so, I've seen about 2 or 3 commercials like that. Oh well. [/OT] -
OCR02969 - Mega Man 5 & 1 "Walking Weapons Unit"
timaeus222 replied to djpretzel's topic in ReMix Reviews & Comments
Pfft. I love this style. Loving the FM and PWM leads. Tons of expression on them, and the dynamics on this are more pronounced than they might seem. Maybe the bass could have been more glued to the soundscape, but that's minor. -
finished Hard Working Moles are Happy Moles-Super Mario RPG
timaeus222 replied to YoshiBlade's topic in Post Your Game ReMixes!
By "OST", I mean if this happened to be part of a soundtrack to an original game of some sort, I wouldn't be surprised, just based on the sound design choices. Nothing wrong with that necessarily, just an observation. It's kind of like saying if you used Roland SC-88 samples to write orchestral scores, it might sound like Final Fantasy Tactics or Suikoden II music because that sounds close to what those used. And while some original VGM might be texturally sparse at times, remember that they might be doing it to accommodate for the sound effects used in the game, whereas a ReMix doesn't have to... preemptively mix to anticipate the addition of sound effects (usually it's more like, you want to add them sometime in the middle of the writing process, so that the sound effects hopefully don't become the main focus, but the music instead). Or, those were the best they could do with the resources they had, or perhaps it could just be how the composer intended it. Either way, with a ReMix, it should elevate the original at least a little bit since we have the resources to do so, and if the textures are fuller, it contributes to a more interpretive, nuanced experience. -
Tropes vs. Women / #GamerGate Conspiracies
timaeus222 replied to Brandon Strader's topic in General Discussion
I agree with this. I never quite thought about it in this way, but now that you say it, it's quite plausible that female characters' treatment within video games is indicative of an effort to be "historically" accurate (again, like you said, partially representative but not quite accurate to the actual past). I can't say I'm sure if those were the original intentions of the developers, but that would be nice! Unfortunately, at least with what I've found with a quick little google search, women over the age of 18 are pretty prominent gamers over boys under 18. The only reason why I revolve around the age of 18 is because generally, actually noticing that misrepresentation of women in video games might be indicative of trying to be accurate to history could be hard for people who haven't gone through all of high school yet. I, myself, felt like I became much more analytical than I used to be by the age of 17, but even more so after I began my university classes. Now, of course, I don't represent that many people my age, but at least, at 17~18, I took two difficult English courses, and that's what seemed to substantially elevate my thought processes... so there's my account. In other words, noticing this beautiful contrast seems to me like it comes from quite an analytical viewpoint, and while it would be great to see others noting this and seeing it in a new light, perhaps the rather even percentage of female gamers adds a little personal bias into the picture, and skews the common perception through some social media shenanigans... i.e. the thought, "ugh, why are we women being so misrepresented in this game?" kiiiinda overtakes the thought, "ooh, this is pretty historically accurate! Wow, I understand. So THAT'S why there's a misrepresentation of women in this! Cool!" (not that I'm even saying that's how ALL women are acting, of course, but... surely some are) -
If you're interested, I actually made a music video of this pretty early on (like a year ago). It's a little cheesy, and probably kinda weird, mostly because I kept telling myself, "don't use anime clips, to avoid copyright infringement!". So basically it uses mostly images, but does it in a way that it isn't just a slideshow of images. Sorta stretching the limits of Sony Vegas, so to speak.
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finished Hard Working Moles are Happy Moles-Super Mario RPG
timaeus222 replied to YoshiBlade's topic in Post Your Game ReMixes!
All of 0:00 - 0:36 feels too texturally sparse or dry. You either need more filler textures or wetter reverb, because it just feels empty there. The cymbals are all a bit abrasive, such as at 1:45 - 1:47. As a whole, the textures feel old; as in, this feels like it was a mixpost produced before 2007. With this arrangement, you basically need more textural development and complexity to keep interest; this almost feels like an OST rather than a remix to me. -
Okay, I'm still getting the rising stab at 0:56 to be too upfront. Didn't seem any different. Drums are still really simple/repetitive, despite the other changing things happening around it and how this is dance-y. 2:04 white noise is too resonant. 2:13 reverse white noise is too. Better, but still lacking a clear direction. I just don't get how it's supposed to progress.
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Seiken Densetsu 3: Songs of Light and Darkness - History
timaeus222 replied to Usa's topic in Projects
o.o well, alright then. You hard worker you. :3 -
When I said that the reverb should have a low dry mix and a sorta high wet mix, it basically already creates a slow attack, even though I actually wrote 0% for the attack in the ADSR. Reason being that more of the reverberation is present, which doesn't usually start at the same time as the dry signal. In a sense, we're both right because if we go with the vague description of the reverb that I gave and with the layering suggestions that you gave, if the attack was somewhere around 0~20%, it would be likely to sound pretty similar because the percussive attack is less audible. As for the reverb, if I go into more detail, it seems to involve a high amount of "Diffusion"[*1] and "Density"[*2], which means it smears the early reflections and creates somewhat of a hissy, smooth reverb tail, which is part of what the original sound seems to have. Also, if you listen further into the SF track, you might hear a little distortion in the sound before the piece kicks into higher gear. *1 - Diffusion is when a sound hits a wall and disperses back in a certain way; the higher the diffusion, the more reflected "instances" there are after the sound hits a wall. The higher the diffusion, the more smeared the reverberation. Another way to say it is that the higher the diffusion, the less smooth the surface is that reflects the sound back. *2 - Density is the number of computed reflections per second. In a sense, it's like bitrate, but for reverb reflections instead of bits. The higher the Density, the smoother and fuller the reverberation. Quoting from the ArtsAcoustic Reverb manual for a nice read:
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The only thing is that demoed FL can't open project files, so yeah, we might just have to transfer WAV files. I'm not gonna push you to buy it in full. If you can get a Skype, we can add each other (and that is free). = instant sharing
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Need a sample, synth, or effect? LOOK HERE!
timaeus222 replied to zircon's topic in Music Composition & Production
I think you're right about the flanger. I dunno about the rest though. It seems to be a decent sampled guitar sustain with flanger, given the style of music being rock-ish, but less modern-sounding in the production. -
Tropes vs. Women / #GamerGate Conspiracies
timaeus222 replied to Brandon Strader's topic in General Discussion
Excellent blog post. Dare I call it concise for this tremendously complex topic? -
I actually had a sound I already made that was similar. I made a few estimates first on the ADSR (which was by ear since I do this so much) and timbre, and checked them afterwards, but the signal chain was just by ear.
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The sonar-like distant sound? Try this: ---ADSR envelope--- Attack: 0% Decay: 60~80% Sustain: 0% Release: 50~70% ---Signal Chain--- EQ if you want Distortion Reverb (low dry mix, sorta high wet mix) That's the main part of it. ---Timbre--- Try something with a sine-wave-like tone to it. If you can, try building your own harmonic table in your synth. Audio Example
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The production still seems good, but there's a lot of repetition once it gets going to the dance-y, clubby section. If I scan through and skip forward about 15 seconds each time, it sounds pretty similar after each skip. In my opinion, I think that the variation you did do came about two times later than I would have expected.
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1. work-in-progress Final Fantasy 7 - Fighting Fantasies
timaeus222 replied to Master Mi's topic in Post Your Game ReMixes!
There's a gaping problem here in the production, and that's this: the instruments don't fit their notes, and the notes don't fit their instruments. There's 0 expression on any of the orchestral elements, so they sound mechanical and fake. Yes, the original sounds like that too, but it's an OST, not a remix. With a remix, you have the resources to elevate the original. Additionally, somehow the synth bass sounds mechanical as well. Are you doing anything with your velocities? If so, it's too subtle to notice, or the bass is a sample that keeps using a similar phase (i.e. retrigger-like). Or the velocity response on it is set to nearly 0. And the one major problem with arrangement: it gets very repetitive. The synth bass never changes rhythm or intensity, and when it "does", that's when it's not present. The drums don't really change between the copy+paste, nor does the collective rhythm of the orchestral elements. Here's what you copied and pasted: The basis of the instrumentation at 0:39 - 1:43 is used three additional times (in a row... ), while you added a flute, and then a sine pluck, then some high brass, then some sort of slow-attack lead for a fast melody that pretty much matches the sine pluck melody at that point. The drum patterns It's just too little development for such a long, looped piece, so as far as I'm concerned, you only wrote 1:43 of remix. Not to mention it sounds suspiciously close to the original, so it's practically a MIDI rip, even if you didn't use a MIDI. Lastly... abrupt ending, which is just another partial copy+paste. So, sorry to say, but I'm not getting "modern" from this. It kinda sounds like the original plus two synths. -
I don't get it.
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Help Recording a Chamber Concert
timaeus222 replied to Blaine's topic in Music Composition & Production
All three examples are private. -
Alright, I'm pretty sure I got the little issues fixed; the sharp frequency in the clap layer was probably the very high frequency that I boosted getting louder from the parallel compression, so I lowered how much I boosted it. I filled out the beginning a little more (0:24 - 0:46, which has that clap) and slightly adjusted the EQ on the snare layer there too; and, I added another pad layer to the outtro (3:18). If no one has any more nitpicks, then I think I'll be putting this up for Mod Review (same link as before), for old times' sake. Sidenote: this took about 12 days (on and off) to do. ReMix: https://app.box.com/s/663y2pg9zpoc4e9e0jzk Source:
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finished Chrono Trigger main theme (jazz piano and violin)
timaeus222 replied to Savino's topic in Post Your Game ReMixes!
The rhythm is a little eccentric here because the piano is hard to focus on, and it makes the swing-like rhythm too weird. Probably actually is the panning that's causing that. And yes, the violin does seem too low-passed. -
You basically said you like it when someone establishes their own unique sound palette / style, and might attract an amount of people to imitating that unique established style. Makes sense to me. I can tell when I'm listening to PrototypeRaptor, Jivemaster, WillRock, etc. because they wanted to stick to a reasonably consistent sound palette.