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CC Ricers

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Posts posted by CC Ricers

  1. Doctor Octoroc has released 18 rather short chiptune tracks covering Christmas songs. The song titles give a hint to what the music will sound like. For instance, 8 Days of Master Robots will sound like Mega Man in terms of sound programming (but not that you would hear any acutal Mega Man music mixed in). They may not all be terribly complex pieces of work but they're still free so might as well take them for how they are.

    http://www.doctoroctoroc.com/video-games/8-bit-jesus-full-album-release/

  2. Nice interpretation. I have no major complaints about the production. It's still a bit rough around the edges, but almost has the polish of many commercial trance pieces I've heard.

    The saw lead, even though a bit cheesy, is no biggie because it goes well with this uplifting vocal trance style. But it needs less bass and more treble (still talking about the lead). It's kinda too 'in-your-face' at times. Try to complement the lead with another instrument perhaps.

  3. I'm remixing a tune from a game called M.C. Kids, a game made somewhat famous by Angry Video Game Nerd but still underrated for its time. M.C. Kids had some clever level designs, but more importantly, a bouncy music track that has good unts-unts remixing potential. The remix is a sorta trance/house hybrid, but more trance here I think. It actually started off as a remix of ANOTHER remix, made by Deadmau5, but I liked the production work I put into it so much that I used it as a template for this remix. Don't worry, nearly all of the work here is done by me and there's hardly any stuff that's derivative of the very first source.

    The source track, only known as "Track 5" in the NSF I used:

    MC Kids- Track 5.mp3

    And the remix:

    Version 2 (newest)

    stats.png

    Version 1

    http://www.tindeck.com/audio/my/yfiz/mc_kids

    (time and bitrate is wrong btw, probably an effect of VBR mp3 encoding)

    I spend a lot of time just balancing the levels out and I think it's one of my best-sounding remixes (in terms of sound production) put out so far. I could really use some good feedback this time, but in the meantime I hope enjoy it!

  4. Okay, I just listened to your first link. I'll echo some of the people in saying that the instruments themselves and the arrangement is almost verbatim from the source so you have to work on that. HOWEVER, it's all well-integrated into the dnb style and not just a tacked on loop with the source like so many remixes (video game or otherwise) I've heard.

    It does have a too much reverb for the style. You can have some reverb on the chromatic instruments but keep it conservative on the drums. The snares have punch but it's all washed out sounding, so you don't get the full energy you'd expect without the reverb.

    And do bring out more of the bass. Here is where I think you should go to town on the interpretation. Make the bass solo on some parts, it should be the star of the genre after all. One of the hardest things to do in dnb is getting the bass to sound well without muddying up everything else.

    Site note: I can understand why some people see the two-step beat as being too rock-ish. And even some dnb artists are bringing in guitars to complement. So yes, it will sound like rock but with a more danceable rhythm to it. (shameless plug: click the links on my sig for more examples)

  5. Ah, I remember you not catching the source of the Fire Emblem mix that I did. Maybe it's my remixing style. In any case it looks like I've rearranged the source liberally enough.

    I'll break down the source interpretation

    Everything up to 0:28 is chord progression- the bass at the beginning gives a few hints to the harmony of the source (which is the staccato strings). In the breakdown, the bass plays more of the backing harmony while the filtered saw plays some of the long notes of the melody. At 1:12 the lead synth trades places with the bass as to what part to play. At this point, the source is played again from the beginning but with more of the notes present. They are timed to fit the rhythm. 1:40, the saw synth plays those backing chords from the brass (when the music is fully fleshed out).

    I agree that the hihats sound ticky especially through the last 30 seconds. As the instrument was compressed, the hihat is pronounced more as there are less instruments filling up the speakers, even though the hihat volume hasn't been changed. This is an incomplete part, so I'll be doing more with it as I continue making the remix longer.

  6. You might want to look into processor-specific technologies such as Intel SpeedStep and AMD Cool 'n' Quiet. And why they matter when overclocking (if you choose to write something about that).

    Also add AHCI to the list of hard drive/optical drive interfaces. This is a more common in usage for Apple's computers and useful to know how to set up storage devices if you plan to dual boot Macintosh and Windows on the same computer.

  7. Yeah, there are serious events based around this type of music, but it's toward a very niche crowd (you won't find it in spades in the US electronic music scene, it's more of a central Europe thing)

    In that respect, the second half of this remix does remind me of old school gabber, not so much the bitcrush effect, but the beat. Limit the bitcrushing to the percussion- GaMeBoX does a good job of using this effect for his work. The first half sounds very OCR-able, it still can sound very nice to the judges despite its harsh texture. You can still save the second half if you use voice clips more conservatively. I don't hear much arrangement going on in this part.

  8. I am making probably one of the first Soul Calibur IV remixes, and since I've spent hours making character outfits alone, the Create-a-Soul music has stuck well with me. So I've decided to remix the CaS theme for all of those that have spent their time making their own SCIV heroes, recreating existing ones, or stripping down scantily clad schoolgirls o_o The remix only covers the first half of the source (so far).

    yzhe

    Source:

    TZSgRerQnKE

    Keep in mind that in the video, the music has already started, but it restarts from the beginning at 1:19.

  9. The solo piano is almost flawless- I don't see much to tweak or fix about it at this point.

    Then come the bass drum and high hats. It feel ultra-generic at this point up to the reverse cymbal, but after this, the beat starts getting a lot of personality. Those clap/snare layers, bass line and piano chords lend a somewhat disco, old-school house sound to it.

    When the lead comes in I think there's too much of a "closed-room" feel with the reverb. I don't know exactly what is it with the reverb of the instruments that make it sound like this, but it's mainly the lead that's being affected.

    I keep hearing the piano slacking in pace at various points. It sounds intentional but try not to make it too noticeable as to take away from the groove of the song.

    Good job so far. Can't wait to hear how it is when the sounds are punched up.

  10. Production is very clean on this one. You have nice synth programming as well. The breakbeat part is good so far. The extra bass is a good touch and every instrument has its place and doesn't clash with anything else.

    Bring up the shamisen (is that what that is?) in the ambient parts. I hear it playing faintly in the background, but I'd like it if it were more prominent.

    Now arrangement-wise, I think you're trapping yourself into a corner by over-relying on the first two measures of the source. Yes, it makes a good melody loop, but don't think the judges will pass it on that merit alone. Turn other parts of the source into hooks for your remix.

  11. If you don't want people seeing your phone number and address you DON'T PUT IT ON THE INTERNET.

    Too late. I already sold a bunch of crap on eBay :(

    Anyways, I'm still getting used to the new Facebook layout. It looks a bit more slick, and no longer have to scroll for 21 minutes to get to people's walls, but can't help that it's too wide.

  12. Crate and a half full of drum & bass and a bit of some other electronic styles. My collection isn't that big right now, but I did recently buy an HDTV for myself.

    My weirdest single/album has to be Tag Team and Addams Family - Whoomp! (the Addams Family remixes) Don't....buy it. It's terrible.

  13. Just impacts cannot be reversed on you. Returning impacts is somewhat of a high skill, but in online play it is actually harder to do if you cannot compensate for the lag. It's more effective against slow-acting players, though.

  14. Guest characters are not held in a high regard because they're not guaranteed to be in other SC games. After all they're just GUEST characters. A one-off apperance.

    However a lot of people especially have a problem with Yoda. Because of his height, he renders a lot of moves against him to be totally useless. In that respect he almost breaks the game.

  15. I'm going to remove that pitch rising and falling sounds. I didn't like them much either and they just add unwanted clutter. It's just at the point where I don't know how the build up is completely going to sound yet.

    As for frequency balance, it's getting there. I tend to mix with an emphasis on mid-treble for the lead. This is supposed to be the high-pitched saw that comes in first at 1:45.

    Posting source for reference...

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