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CC Ricers

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Posts posted by CC Ricers

  1. What I always wanted to pull off were those sexy (although cheesy at times) sfx that sound like lasers, or a series of big sci-fi guns. When I hear them I know that it's gotta be a few notes played quickly in succession, like a flourish, to get that sound. Like a chord or arpeggio of synth sfx.

    I can't give any concrete examples now, but Eiffel 65 used them a lot, as well as other 90's euro groups. But they're still used in some electronic genres today. How would you set up to produce these sounds? Are there any VSTs or other tools that are good in pulling it off?

  2. I have to totally agree.

    EAmix was just beautiful. Everyone was totally into it and laughs were shared all around. Add that with the plutonium version of RoFL and you had pure gold.

    I actually preferred the design of EAMix more than the real site. The slickness was made even slicker.

  3. I don't think "OCRemixers are harder to please" but that GameFAQs is populated by MOSTLY prepubescent 12 yr olds who have an attention span of about 2 minutes.

    Law of probability. There are a ton of people that visit that place, so there will be a ton of crap. That's not surprising.

    I've been posting there for 4 years, and many claims about their collective stupidity are true, although exaggerated.

  4. Your work has greatly improved, NeoS. This is jumpstyle, all right. You really nailed down the nicely cutoff filtered kicks in the first 35 seconds of the song.

    I can't give you arrangement tips since I don't really know the source.

    The bass drum is too bassy, even for jumpstyle. I suggest is make them more subdued and trance-like. Use less sustain and release on the bass, and it will give room for the other sounds to play. Keep the distortion, but don't let them dominate the bass part of the frequency spectrum entirely.

    Nice slowdown ahead, and it's not expected. However, the ambient break with the fx needs to be cut down, IMO, to be passable. I think it will be considered dead space in an OCR mix. It shouldn't be 1 minute long, and even 30 seconds might be pushing it.

    The bass drum in the next part is much more to my liking. THIS is what you should use in the first section, just with more distortion. The synth you used is nothing special. Okay for the style, but not very original. Some additional lead support would be needed. At 3:09 the loud, sustained bass clutters everything up again. Sounds like it's clipping.

    All right, so my biggest beef seems to be with the loud bass kick. Take care of this first, and you'll have more space to fit your other sounds much better.

  5. I'm not much of an animator or rigging man myself. I'd rather use real physics and bake in the frames. It takes quite a lot from your CPU, however.

    Like Chumblespuzz, I'm impressed at how little time you put through to do this. But knowing Full Sail, they probably make you break your neck under tight deadlines. For me this would be like a final project. None of the final works in my 3D animation class look this polished. My class only had 7 students, and I believe it would've been a lot better if the teacher let us collaborate on a big project so we would have something nicer to present.

  6. I would agree, but try downloading 25 GBs worth of content. The only way to do that is via torrent, and there's no way any commercial venue would rely on torrents.

    What the hell? Share the love, man!

    Not to mention that you need a very fast broadband connection, which is still in transition. Not everyone has lightning fast broadband. Some of us still have to make do with shitty 384 kbps speeds. That's tolerable for downloading standard definition video, and totally impossible for streaming HD video.

  7. How often do you get submissions that are a sure NO, but you keep them on your iTunes/Winamps/mp3whatevers anyway and play them 100 times non-stop? Like, give a rough percentage of such. There's gotta be some remixes that you enjoy for personal tastes and reasons.

    And wow, 20 new judges in 6-8 weeks! I'm pretty sure they're not all going to be active, or will they be rotating/retiring out some judges in lieu of the new ones?

  8. For XBLA games, I'm waiting on SF2 Turbo HD Remix. Is there still a chance it would be coming out at least in the summer? I hear that the animators are having a tough time making all the sprites.

  9. K'nex were flimsy but their main advantage over Lego is that they stay in one piece. If you wanted to build large, sturdy structures K'nex is the way to go.

    But Legos were always my most favorite toy. I was pretty creative with them, building transformable robots and whatnot. They were ugly looking but they transformed :D

    Did anyone play with Construx? Those were pretty badass - often had glowing parts. My bro and I would make weapons out of Construx, put the glowy parts on them, turn out the lights and beat eachother until the weapons fell apart. There were many cuts and scrapes, yes, but it hurt so good.

    Construx were like the perfect offspring from mating Legos and K'nex.

  10. Nice choice for the source. I haven't heard this music since playing Rayman for the Gameboy Advance. And the PS1 version sounds a whole lot better.

    Your remix is very repetitive indeed, but you were trying to follow the trance genre to a tee, extending sections to 32 or 64 bars before adding new changes. Trim everything down so you essentially get a "radio mix", if you know what I mean. Reassemble the parts of the source into new ways, like bringing some of the backing instruments to the front.

    The production is well-made, though. And if it weren't for the repetition issues I would say this mix is ready to go.

  11. Yeah, I remember this one. You had the tune being carried with a slick, cold techno sound (and when I say techno I mean it in the most literal sense). Now you have guitars thrown into the mix, which I think wasn't in your older version. Well-integrated, I may add.

    You still have that tinny synth that plays the little riff with the brass from the original- it's still not sitting well with me. Everything else sounds "big" and this doesn't.

    I agree with Escariot, that the remix gets too incoherent later on because it's not much source to work with. Instead of inventing totally original parts to fit the music, expand on the synth riff. It carries the most tension out of the whole source.

  12. The synths sound simple and weak, and I believe, personally, that it could go well into a ambient/breakbeat kind of style.

    Cool intro, it goes in nicely to anticipate what is coming next, when the energy builds. What you have at the 2-minute mark is a good change of pace, and a good place to emphasize the breakbeat style I was talking about.

    Incidentally, this is a song Zombie Nation remixed into a very popular trance anthem, making it probably the most famous video game music remix of all time. So I can't help but think of Zombie Nation when listening to this. Don't think you have that working against your favor, though. Just give it your personal spin and the song will become your own.

  13. Skilled fighters also look for patterns and repetition in more novice fighters. The pros will try to use their characters in less-conventional says.

    Remember to roll as you recover, using the punch. It's the best way to get a breather in traditional SF games, where you cannot just super-jump away from danger. Stronger punches would make you roll farther.

    If you are having problems with the PSP's d-pad, double-tape a quarter to it. It will help smooth out circular motions.

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