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Falk

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Everything posted by Falk

  1. *bamp* I'm really torn between releasing stuff as it comes out and just keeping as much of it secret as possible for the actual release, but here, have a clip. With an apt filename. edit: Ah, heck with it, here's the actual track- http://soundcloud.com/falk-2/stratospheric-synergy
  2. Wild suggestions: tall spheres/jumping star spheres that Sonic cannot jump over + Knuckles as a powerup (Put him on the map, when you walk over him you swap to him and Sonic gets left there instead to swap back) with an alternate move to dig under for the same distance as a jump. As balance he can't use Yellow spheres or something.
  3. Will do, will be back in my apartment tomorrow. You need a dropbox account btw, mass-file sharing is almost as convenient as an SVN that way!
  4. You'd be surprised how much is done. For BTS, at least. ATS, yeah it really depends how much you're planning to do by SAGE as that's going to be the milestone this year? (Unless you're going to completely beast out the entire project this year, then yeah I'll agree you're absolutely nuts lol)
  5. Dude this is amazing. It still boggles me to this day why SEGA hasn't fired everyone in the dev team and commissioned people from the community to make Sonic games for them!
  6. Yomi is a carbon copy of a mob in 13, with tweaked numbers. The moment I saw barrier go up I knew what to do. :V
  7. It's a Japanese game. What were you expecting, a reasonable/logical platinum?
  8. Deprotect + Bravery + Noel's ult close to end of Stagger should get you 99,999 even at 800Str. Long Gui is the easiest to get it on since he has massive HP and respawns.
  9. Those games have an overworld? :V
  10. @BreshaRap: I actually thought that was pretty well done for its intended genre. and was baffled that it got removed. I mean, metal chocobo still has lyrics in it; their standards can't be that high.
  11. Funny that, a lot of the tracks that I actually expected to see Hamauzu's name on in FFXIII-2, were actually done by Naoshi Mizuta/Mitsuto Suzuki, especially the ones giving off a very FFXIII vibe. Granted, one of my favorite tracks in XIII was Sunleth Waterscape ( ) so I'm somewhat predisposed to electronica in that setting.The two beefs I have with the soundtrack would be that it tends to be a little vocal-heavy, which took some getting used to, and the fact that the first few areas were subjectively pretty poorly scored as opposed to later in the game. As in, in hindsight now I don't actually have a problem anymore with the OST being vocal-heavy, as it really is part of the style, but the fact that you had nonstop droning through New Bodhum alongside a relatively unmemorable track didn't really set the right tone. Then you get thrown into the pseudo rap-rock-electronica boss theme.
  12. Oi, I'm not saying your opinion is invalid, I'm just pointing it out. ;p Uematsu's old-school progressions have had so much impact on Japanese game music that a lot of it has actually become cliche/cookie-cutter. That's not to say his music isn't great nor does it say he doesn't continue to come up with amazing stuff. (i.e. The Last Story) It's more of a case of half the people in the industry trying to ape his sound to certain extents.
  13. The chord structures used in this OST are more complex than 95% of game music.
  14. Impulse buying for me is seeing a shit ton of ex-GOTY games up on Steam for $2-$5 each during crazy Steam sales. I sitll have Mass Effect 1/2 sitting there waiting to be installed, not to mention Dead Space 1/2, Alpha Protocol, Fear 1/2/expansions, Mafia 2, a buttload of Prince of Persias, Supreme Commander 2, SHOGUN 2. Gah. (Acquired these over the course of a few years, not in one crazy spending binge. Only game I paid more than $10 for was Shogun 2, which was really recent, and which I actually do intend to play soon)
  15. Working hard for something definitely makes you appreciate it more, regardless of if money is involved. I'm not too sure I'd lump 'enjoying video games' into that category though, especially when there are many factors unrelated to that (i.e. sonic 2006- if I planted rice for 5 years and saved enough to buy that I'd probably still think it's a terrible game) I honestly thought this topic would have been about burning out on games if you worked in the games industry. Oh well. :V
  16. If your engine follows the conventional Sonic methodology of having four modes/quadrants for physics calculations (http://info.sonicretro.org/SPG:Solid_Tiles#The_Four_Modes), it sounds 'left' and 'right' are flipped in the vertical modes for some reason.
  17. That's why bands and ensembles don't exist!
  18. Essentially the basic idea Lake and I came up with is that we're going the Sonic CD/Colors/S3&K route (and, very loosely S4E1) where each act in a zone is a remix or very related music. Extrapolating from there, assuming someone doesn't have all 3 acts planned out from the get go (or even if he does!) a different person doing the remix for Act2/3 can bring a fresh perspective. That being said I guess the main concern at this point is where the different things different people bring to the table make the tracks stray too far from each other, plus how to even open each other's project files in the first place. (wav stems are the obvious answer, but that makes it hard to rearrange/reharmonize/etc) edit: Also that being said if someone has an amazing idea for all 3 acts in a zone and wants to execute it, that's fine and dandy as well, with the (lesser) headache here being making sure the music sounds at least believably cohesive across the entire soundtrack. As in not 8-bit in one zone and then full-blown orchestral the next.
  19. There's a few people involved with BTS. I'm experimenting a little with having a bunch of people work on each others' stuff to see what the final result is like. This is pretty much in the experimental stage and it -is- really hard getting everything sounding like one cohesive soundtrack. I'm still working out the best way to go about things since all of us essentially use different DAWs and methods. I'm hoping that the groundwork laid will allow for more people to contribute for ATS (or whatever other future projects needs original music) since I believe we really have a lot to learn from each other, but for now let me see how BTS goes and what can go wrong, etc. with a much more controllable set of variables Believe me, I'm not trying to be elitist.
  20. BTS's re-OSTing is coming together as an awesome collaborative effort. I don't see why we can't give ATS the same treatment once BTS 2012's wrapped up for SAGE (and be done by the time the game's ready this time around!) Still Lake's call though! edit: those sprites in motion make me happy in my pants!
  21. Here I am sitting with my Rock Band 2 mic.
  22. He's probably referring to stuff like MMF2-derivatives which Fraps and its DX/OGL-based procedure doesn't capture. The workaround is to use Vista/W7's DWM layer and capture that instead, which is in essence 'capturing full-screen'.
  23. If you're going the VirtualDub route, for cropping you essentially go to Video Filters, add a "Null Transform" (which does absolutely nothing :V) and edit its properties- Crop is in there. Also just to be 100% clear, Camstudio != Camtasia Studio. You might want to check out Camtasia Studio anyway even though I personally don't recommend it.
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