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AngelCityOutlaw

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  1. Like
    AngelCityOutlaw got a reaction from zykO in Star Wars: The Force Awakens (Spoilers Inside!)   
    I'd sign a petition to bring Abrams back to the director's chair for VIII
  2. Like
    AngelCityOutlaw got a reaction from WillRock in Star Wars: The Force Awakens (Spoilers Inside!)   
    I'd sign a petition to bring Abrams back to the director's chair for VIII
  3. Like
    AngelCityOutlaw got a reaction from zykO in Star Wars: The Force Awakens (Spoilers Inside!)   
    Honestly, Daisy Ridley could beat me up any day.
    I'm pretty sure she friend-zoned Finn, though. Didn't she refer to him as "my friend" as she kissed him on the forehead upon leaving? While he was unconscious and unable to experience it?
    Damn. People talk about Link, but Finn traveled across the galaxy to other planets, including a giant, laser-weapon planet and winds up in a coma to rescue Rey and he got "Thanks, buddy! We'll hang out again some day." 
  4. Like
    AngelCityOutlaw reacted to zykO in Star Wars: The Force Awakens (Spoilers Inside!)   
    ^ so true

    it was clear from the moment the very first teaser appeared (and those who weren't already in the know because they had been stalking lucasfilm for the past decade), that there was going to be no way to avoid the two issues either directly or indirectly causing some folks to whine endlessly about the movie. 
    the leads are a girl and a black dude.
    now that the initial shock wore off, the same people are finding new ways to bitch n moan about the movie while really still expressing the same asinine discomfort.

    here's the problem: this is the first completely non-lucas SW film and as such, it definitely feels different and so it is unsettling in its own subtle way. it just doesn't feel like a star wars movie even though it totally looks like one (for the most part). but the thing that's driving everybody up the wall isn't that TFA suddenly has illogical nonsense that couldn't happen in any universe we know (i find it amusing that people complain about physics in a SW film...) : it's just that subconsciously they're just pissed off the black dude has a crush on the androgenous looking chick who just wooped up the dude they wrongly thought was a sith lord.
    look, the movie's got its faults. so did the other 6, some more than others. the biggest flaw with TFA (if it can even be called one) is that it is too conservative in trying to undo lucas' incredible boldness in making the prequels the way he did. i've been defending the decision to start safe in order to go buckwild in 8 and 9 but let's face it, if there is a criticism there it is. everything else just sounds like a bunch of entitlement and latent misogyny and racism. 

    she beat kylo because he was never that tight to begin with. smoke n mirrors. his training under luke was stunted early, he clearly doesn't get much training from darth snookie who's basically focusing on surviving and other than killing two old unarmed men, is otherwise all about scaring people with a mask he doesn't need, an all black getup and thrashing a bunch of inanimate objects. the only cool thing he does the entire movie is stop a blaster shot but that isn't shocking because he's the superstar son of superstar heroes and has anakin blood coarsing through his veins. of course he's got raw power but he's also completely green. oh and he also go shot in the abdomen with a BOWCASTER THAT HAD BEEN LAUNCHING EVERYBODY ELSE.
    my point is: nobody wants the girl to beat up the boys and nobody wants a black dude to get the white girl

    (flaaaaaaame me lol)
    (filet me)
  5. Like
    AngelCityOutlaw got a reaction from Irnon in Double Dragon - Title Theme & Mission Screen   
    I agree with what's been said, but honestly, it doesn't really sound like "80s rock" at all. I'm quite familiar with said genre so maybe I can provide at least one point of useful advice.
    - A defining feature of a lot of 80s music, is gated reverb on the drums. Basically, you run the toms and snare through a HUGE reverb, but use a noise gate or similar device to chop off the sound of the reverb just enough so that it doesn't sound messy. Also, see if you can get a hold of some retro drum machine samples. There is a soundfont out there called "ultimate drums", the "power kit" contained within sounds quite 80s.
    - Saws - Heavily reverbed chords played by a synth with two detuned saw waves is common. Kinda like what you hear in Van Halen's "Jump"
    - Electric guitars with lots of delay and chorus
    - Roland Juno-60 was extremely popular for basslines and the Juno-106 had arguably the quintessential synth brass sound of the 80s. Your bass isn't too far off, though. See if you can emulate or find an emulation of those synths.
    - Synth bells...synth bells everywhere. Maybe use those in place of the marimba?
    A recent VGM track that totally nails it, is this
    That is so fucking 80s, l grew a mullet just listening to it.
    I think if you follow the others advice and apply some of the concepts like what you hear in this tune to what you already have, you'll be sounding straight out of the "golden age of pornogra-err...music, in no time!
  6. Like
    AngelCityOutlaw reacted to Brandon Strader in Been out of the loop for almost 10 years   
    No love for Brandon Strader? He makes good remixes
    You're named after my favorite Beyond Twilight album though, Section X.. really good stuff. 
     
     
    There's not really any remixes in the style of Section X, probably because it would just be so hard to make one in that style. I could see it being done, maybe as a medley of some FF6 stuff. But the singer, Kelly Sundown Carpenter, is on my shortlist of best vocalists out there right now.. would be hard for someone to match up to that quality and performance ability. 
    But yeah just keep an eye on the front page, good remixes posted there. 
  7. Like
    AngelCityOutlaw got a reaction from Skrypnyk in Art Games vs. Games as Art   
    I don't know how I can quote you with a straight face, @Neblix
    Great job not only deleting the previous "post" you made quoting Servbot twice, but also cherry-picking a section of the quote and then failing to elaborate on it or talk about the other sections. When you do that, it makes it look like you don't have a counter-argument.
    His point, in this article and elaborated in his first one, is that games have more in common with sports than art and that the dressings of the game are art, but not the game itself. At the same time, he acknowledges that anything can be art so if you want to believe games are art, go ahead. The best part here is that the only people being unreasonable are those who are clearly offended by the notion that games aren't art. I mean, I can see the arguments his opponents make and agree with them and at the same time agree with his argument. 
    I'll let you guys fight it out from here since I have better things to do than worry about whether or not all the Star Wars games I just got on Steam are "art" or not.
  8. Like
    AngelCityOutlaw reacted to Servbot#36 in Art Games vs. Games as Art   
    I still think that's a little different. The rules you're talking about breaking here in the case of the Waltz aren't an element of the piece itself; they guided the production (the notes will all follow those rules) but they still only apply to the piece and the writer, not the audience. The audience only hears their output, even if following different rules ended up yielding a different piece. On the other hand with games, you're literally paying for rules that will apply to you. And those rules you can't break. You can make a mod, but once you do that you're not an audience anymore; you're a creator too. And if you play someone else's mod, you're just playing something else with different but similarly unbreakable rules.
    Granted, breaking either kind of rule will give you a different result, but changing just about anything about a piece of art will do that. I'm not saying there aren't rules to everything else (although they're all certainly up for interpretation), I'm just saying that the rules of a video game aren't the same.
    This example could potentially equivocate video games and the sheet music for Chopin's Waltz since they're essentially a set of rules to be followed, but that's not quite the same as comparing the music itself. Probably shouldn't speak for Outlaw, but I imagine his view would be that the sheet music isn't art either, just a set of directions for how to create it.
  9. Like
    AngelCityOutlaw got a reaction from Master Mi in How to emulate whammy bar (tremolo bar) techniques in a DAW?   
    Honestly, your best bet would be to get a "whammy pedal" vst. They make whammy pedals that simulate whammy bar dives for guitars that don't have a tremolo arm.
    It's as close as you'll probably get without legit whammy samples...Lol "Whammy samples"
    Whatever you do though, don't over-use the whammy. Much like overusing the wah pedal, it is one of those unwritten guitarist codes.
  10. Like
    AngelCityOutlaw reacted to HeavenWraith in How to emulate whammy bar (tremolo bar) techniques in a DAW?   
    As an addendum to the advice given above, I can offer some info that might help out you with this task - whammy bar affects all 6 (or 7/8) strings differently, e.g. if you lower the bar so that lower E is one tone down, the high E would be like 1/4-1/3 tone down (this probably also depends on the string gauge). Either way, when whammy bar is applied to a chord, it creates a dissonance between the notes, which is a very important characteristic of the whammy bar sound. The dissonance is very pronounced if you're using a distortion guitar sound. Just, if possible, try to apply pitchshifting before distortion in the plugin chain.
  11. Like
    AngelCityOutlaw reacted to Servbot#36 in Art Games vs. Games as Art   
    Not that I at all share his position that they somehow nullify a game's status as art, but I think there's a difference between those rules and the ones Outlaw was talking about. The rules in a game (touching the spikes kills you, cherries give you 600 points, jumping on the flagpole takes you to the next level) aren't the same as the understood rules of playing a game (hold the controller, look at the screen, don't fall asleep). The latter generally applies to all games in the same way keeping your peanut butter away from the piano applies to most all performances, but the former is a creative element of the game (arguably the central one). The pianist didn't create the rules, s/he just followed them. So I wouldn't say they're an aspect of the performance itself. But Nintendo did decide that pits cause instant death and that's part of their final product.
    EDIT: Well damn. I was literally hovering over the submit button when the notification ding went off.
     
  12. Like
    AngelCityOutlaw got a reaction from timaeus222 in How to emulate whammy bar (tremolo bar) techniques in a DAW?   
    Honestly, your best bet would be to get a "whammy pedal" vst. They make whammy pedals that simulate whammy bar dives for guitars that don't have a tremolo arm.
    It's as close as you'll probably get without legit whammy samples...Lol "Whammy samples"
    Whatever you do though, don't over-use the whammy. Much like overusing the wah pedal, it is one of those unwritten guitarist codes.
  13. Like
    AngelCityOutlaw reacted to djpretzel in Art Games vs. Games as Art   
    "Art" is one of those words where trying to come up with a complete & concrete definition is almost an exercise in futility...
    "Games," however, is a word that to me conveys a general emphasis on challenge, goals, and interaction... not ALL software that provides an interactive experience should by definition be considered a game; especially with VR seemingly on the cusp of a breakthrough, the idea that all interactive entertainment software is a "game" of some kind needs to die, and I believe it will, as non-gaming virtual environments become more common for more practical purposes.
    So my answer is somewhat semantic; "art games" are no more or less "art" than "traditional" games... there is room for artistic expression in the traditional, goal/challenge-oriented space, and there is room for artistic expression in the broader category of interactive entertainment software.... art is where you find it, basically; I don't love the phrase "art games" because it somehow implies that art cannot be found in the mechanics of a 2D platformer, or the storytelling of a JRPG, or the soundtrack for a AAA FPS... and that for something to be "art," it has to be more abstract and/or less challenging; those are limiting & relatively elitist constraints.
  14. Like
    AngelCityOutlaw reacted to Skrypnyk in Art Games vs. Games as Art   
    I'm guessing you aren't familiar with Stan Brakhage.
    I've been following this thread for a bit, and I'm on Angel's side when it comes to separating 'games' and 'art'.  Djp comment on trying to define art is pretty accurate though
  15. Like
    AngelCityOutlaw reacted to Nabeel Ansari in Art Games vs. Games as Art   
    I said Pac-man is not emotionally impactful, which is a subjective statement. I don't qualify games as an artform medium as "all games are impactful and creatively designed", I qualify them as an artform because they are capable of demonstrating artistic qualities and have shown themselves to do so in recent history. It's not about "every game is so artistic and impactful, look at Street Fighter and Pac-man they're so GENIUS AND ABSTRACT", it's about "this medium can be explored to find artistic and creative things, and pioneers like Journey and Shadow of the Colossus have shown us how games can be art." Every other artform behaves like this. There are primitive works early on, by unskilled artists and early people not understanding the strengths of it. Movies used to be simple camera recordings of stage plays, until cinematography and special effects were invented and now it's a unique artform. And yes, many would argue those have little to no artistic value in the context of artistic film analysis. It's okay to say things used to be primitive, and now they are better and more refined. Artforms grow. They don't simply start existing with all their nuance and greatness.
    To bring it to games, I am not talking about nor was I ever talking about the "old stage plays" (pac man). Though if someone wants to go back and try to argue that those have unique artistic value to them, that surely is welcome here. I don't particularly agree with it, but I'm willing to be persuaded.
    I'm not saying "look how creative Dark Souls mechanics are, so Space Invaders must also be really genius too, right?" But for the record, my interest in Dark Souls does make me take it as seriously as great works of art, because I find aspects of the game's design (including that one that I've tried to explain now 6 or 7 times) to be incredibly unique, unprecedented, and memorable, and making a lasting impression, forever altering the way I look at how I approach game design.
  16. Like
    AngelCityOutlaw got a reaction from Nabeel Ansari in Art Games vs. Games as Art   
  17. Like
  18. Like
    AngelCityOutlaw got a reaction from Winning900 in Guitar settings in FL Studio?   
    I know this is subjective, but personally I think that lead guitar sounds terrible. If it has that "woo" sound as I call it, I wouldn't aspire to sound like it. This likely is due to choice of pickups, EQ and lack of, good, wide, speed-modulating vibrato that suits the tempo. The lack of the latter why most sample libraries are garbage for lead guitars.
    Here are some lead guitars I think sound great.
    https://www.youtube.com/watch?v=iTKfWnXCAwg  
    https://youtu.be/jNU3cz5eXPQ?t=3m19s 
    https://youtu.be/u9_SEr-ORyk?t=2m25s 
    The key to getting good lead "tone" comes in getting a "warm" sound from an amp sim based on a valve amp, often with only as much gain as is require to get a pinch harmonic. Also, it's a good idea to pinch sustained vibrato notes. Try a set-up based on an old peavy, mesa, marshall or soldano with a tube screamer in front of it and not a "distortion pedal" of the metal zone variety. Also make sure you have plenty of mids and use a good stereo delay to give it all a sense of space. After that, the most important part is to play with bends, harmonic and noticeable vibrato. The occasional palm-mutes on faster runs on the low strings is also a good technique. 
    Also, use the bridge pick-up unless you want a "bluesy" sound on the high notes - then use the neck pick up. Most sample libraries don't let you switch pick ups though as far as I know.
     
     
  19. Like
    AngelCityOutlaw got a reaction from Chernabogue in Lemmy Kilmister dead at 70   
    Lemmy wasn't allowed into Heaven until it got its liquor license is all.
    It also just got a whole lot louder up there \m/
  20. Like
    AngelCityOutlaw got a reaction from Brandon Strader in Star Wars: The Force Awakens (Spoilers Inside!)   
    Right after you paste the link, press enter.
  21. Like
    AngelCityOutlaw got a reaction from Garpocalypse in OCR03281 - Aquaria "Prayer for the Azure Waters"   
    Congrats on the mix-post!
    This is really good! It's super-relaxing and I really do love the acoustic guitar. I also did not find it repetitive at all. Not much else I can say except I enjoyed the hell out of it!
  22. Like
    AngelCityOutlaw got a reaction from Garpocalypse in Star Wars: The Force Awakens (Spoilers Inside!)   
    I honestly prefer the lightsaber duels of the original trilogy and episode VII.
    They're more like legit sword fights rather than live-action anime with flips and shit.
  23. Like
  24. Like
    AngelCityOutlaw got a reaction from Winning900 in Guitar settings in FL Studio?   
    Yeah, like T said there is no way Slayer will sound like the real deal.
    Guitar players are everywhere though, so it shouldn't be hard at all to collaborate with one. Shreddage IBZ as a good last resort.
  25. Like
    AngelCityOutlaw reacted to timaeus222 in Guitar settings in FL Studio?   
    FL Slayer doesn't have the capacity to sound as good as a realistic guitar. It lacks many of the intricate details that you'd find in a realistic guitar emulation, like multiple mute layers, specific string selection, virtual hand reach, the occasional fret noise, chromatic sampling, etc.
    You'd be better off looking for a guitarist to collaborate with or looking at a sampler like Kontakt 5 and a sample library like Shreddage 2 IBZ to get a realistic electric guitar. Probably the best demo I can find for it is this:
    In the case of Shreddage 2 IBZ though, Kontakt Player 5 works with it just fine. So really, if you wanted it, while Impact Soundworks is still doing its holiday sale, you can get Shreddage and use it for like, $99. You'd still have to learn how to use it, but it's way more capable right off the bat in emulating a realistic performance and can be much more realistic.
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