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The Coop

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Everything posted by The Coop

  1. I think Judganator is drunk. It accepted my old Hellfire remix, and asked if I could give it Skynet's number
  2. At first I read that as, "have ALL the herpies," and I thought, What a horrible thing to wish someone on their birthday. ... Yeah, I need some rest.
  3. .gnorw ti gniod er'uoY
  4. The number of keyframes never made a difference. The speed curve always has that uptick resulting in a speed up. And since the tangent bars can only slide to the right and left (not in a circle like in so many other programs), they're of no use in dealing with this.
  5. So here's the situation. I've been working on a project in After Effects 7, and so far, things have gone well. However, I've run into a situation that seems like it should be mind-numbingly simple, yet is proving to be an absolutely infuriating pain in the ass. I made a kaleidoscope using a photograph. The project has the kaleidoscope zooming in up close to one section of it, where a portion of the image is scrolling by going right to left. When the scene's done zooming in, I have the picture I used for the kaleidoscope popping in and replacing the kaleidoscope seemlessly, and scrolling along right to left at the same speed the kaleidoscope was scrolling. What I want to have happen next, is get the picture to gradually slow to a stop. Seems like a simple enough idea, right? But... http://thecoop2.webng.com/AE7_problem.png This in the speed graph from the section I'm having trouble with in AE 7 (just for reference, the numbers on the right tell you how many pixels per second the object is moving, and each vertical line is one sixth of a second). The pink line is what the program is doing to the picture speed-wise. As you can see with that pink line, the graph shows the scrolling speed abruptly increasing at the second keyframe (keyframes are the yellow squares), which is very noticeable when I export the project. I don't want it to increase like that at all. I want it to go from its current scrolling speed, gradually to a stop, like the green line I drew in. I've tried all sorts of settings in the program, dug around the Web, and all of the things I've tried result in a speed jump when I apply "Easy Ease In" to the third keyframe where the picture stops. Linear, Bezier, Auto Bezier, Continuous Bezier, Hold... no combination on the shown keyframes seems to get rid of the speed up at the second keyframe. And adjusting the keyframe tangent handles doesn't help at all, as they just make the speed up curve more abrupt, or make the slow down curve much less gradual. So my question is, can I get this object to slow down like what the green line does? Is there a way to eliminate this damned speed up after the second keyframe, and get the object to smoothly slow to a halt? There has to be something simple I'm missing, and it's driving me crazy
  6. This band will have more line up changes than Megadeth. Just you wait
  7. For me, modern video game music is quite good, but it's a different beast from the olden days in one major way; short, hook-filled melodies. What's always struck me about them thar olden days, was the way the 8-bit and 16-bit games often had their music handled. The composers knew the songs could only be so long due to memory space, and that the music would likely be repeating a lot throughout a given level. So, they seemed to work harder on making open-ended, memorable, and enjoyable melodies, harmonies, and such, with what little space they had available on the carts of the time (well, the good composers did anyway). They had to really focus on keeping the player interested with each 1-2 minute music loop, and that pressure vanished when memory space became less of a hurdle as time went on (both on PCs and consoles). Once space wasn't like a concrete barrier limitation anymore, the songs seemed to evolve into more "movie soundtrack"-like compositions, and left the short-hook melodies behind more often than not. Now, that's not to say that newer game music doesn't have it's own familiar melodies (Halo's opening chant), that older games didn't also make "normal" structured songs (Master of Monsters), or that some modern games don't try to capture that hooky melody feel. But more often than not, the music back in the 8/16-bit eras were short, hook-filled, and the songs didn't really have a real beginning or end a lot of times. They just looped forever. And it's that shortened quality, and open endedness, that seems to inspire people more. Yeah, nostalgia plays a role too, as the idea of remixing the game tunes you grew up with is quite appealing. But I really do think that the compositional shift I mentioned also affected the remixing possibilities in a small way. With older game tunes, there's room to make those familiar melodies and hooks grow and expand in new ways, without leaving them behind. You can take a one minute loop, and change it so that it's familiar, but different, as the song progresses. That's a very different trait to play with when compared to remixing a four minute song that doesn't really repeat throughout its duration. And I think more people are just drawn to the so-called "growing loop" idea I described. I know I am. I know people will disagree with me, but that's my take on it. And I do remix newer VGM. I just did a remix of Trine's "Crystal Caverns" for the seventh volume of An OverClocked Christmas (which you can hear right here).
  8. Sorry for the WAAAAAAAAAAAAAAAAAAY late response. I have no excuse other than stupidity Thanks for the compliment. I liked your track. The theatrical touches with the percussion and chorus gave it a "hero walking away from the past" vibe, which was cool. In short,
  9. Would you consider OSTs of games from the 8-bit and 16-bit eras?
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