497

(41 replies, posted in Tutorials, Mods & How-To's)

My pleasure good sir. I am writing the snares/hihats one right now as I sip my morning (3pm) coffee. Should be up soon, ish, kinda. smile

498

(19 replies, posted in General Discussion)

Holy sweet fuck, five years? You're a much more patient man than I could ever wish to be.

499

(1,620 replies, posted in General Discussion)

Monotron wrote:


That piano chords chart is a really awesome idea, where'd you get it?


Found it at a thrift store, brand new and still wrapped for 5$ heh. It's laminated on wood and all that. But you can get the same thing in poster form here:
http://www.123posters.com/pianochords2.htm

500

(9 replies, posted in Nintendo Handhelds)

examples would help yeah

501

(8 replies, posted in General Discussion)

Atmospheric Pressure + Zodiac Sign of Song Submitter + Average Number of Rice Krispies Per Box / Song Length * Lulz = Rating.

502

(41 replies, posted in Tutorials, Mods & How-To's)

Bumping this once more, because.... a new tutorial has be posted and I'm a whore for shameless self promotion.

Traditionally this is done with a pattern jump command. A single .mod (or any other tracker format that supports that command) could have many songs in it that all share the same instruments.

Patterns 00 to 10 is one song. The last row of pattern 10 is a jump back to pattern 0
Patterns 11 to 20 is another one, the last row if pattern 20 jumps to pattern 11
etc etc

As long as you can select what pattern to start from in the playback routine, you can trigger any one of the songs in that module. Ask your dev what he's using for audio. If he's using a kit engine like Unity then there should already be support for standard mod/xm formats in there. If he's coding shit himself he's probably using fmod like any sane person would do... so again, he's got support for most classic module formats. If these questions confuse him.. then you're dealing with an amateur and he would do well to do a bit of research first to make sure you don't end up composing 20 hours of music he won't know how to play.

Also.. take it from a guy who has scored games for a living: this should not be your concern. A dev should ask for a specific format, and your only concern is to deliver the material in that format. If they don't request a specific format.. something's fishy.

But for the mental masturbation of it... although these multisong mods seem like a neat little idea, you have to remember they only exist because of the necessity to save space on floppy disks back in the 80s/90s. In this day and age, and especially for chip music that either uses no samples, or very short ones, there is no point in going through that much trouble (It's quite a hassle to share a single instrument/pattern bank) to save a few kilobytes of space. If I take the format I use, Klystrack, most of my songs (3 to 5 minutes, and around 10 to 30 instruments each) are 5 to 12kb apiece. Even if I have ten of those.. it's only 120kb at worse. You can bet your ass just the logo graphics that appear for 4 seconds at the start of the game is going to take a shit ton more place than that.

If you're looking into it simply for looping purposes, then any decent game engine can do the same with wave files these days.

Bottom line is.. ask the dev what they want. And if you want to look into it just for yourself, for shits and giggles, use a tracker that has a pattern jump command or subsong function.

Authentic sounding just means it has to sound like the real thing. You can still use Famitracker or whatever else strikes your fancy and export the result as a wave file. Unless the dev specifically asks for a given format, I think you can assume he expects the shit to be delivered in standard wav/mp3/ogg/blabla.

505

(50 replies, posted in General Discussion)

it's pronounced "cheap ho"

it's a pimpin currency.

and other assorted bad jokes....

Alright so after actually watching it properly... here's a little more...

- Video quality / presentation is excellent
- Sound could use a lot more love. There's a huge jump in volume between the music and the talking. I found myself riding the volume fader all the way through to avoid being blasted with super loud music every few seconds and still be able to hear the discussion properly. I started watching it on my tv pretty late, so I had to switch to headphones to make sure I wouldn't wake up the neighbors. I personally didn't mind too much about the room recording for the voice, but the final audio should be mixed properly and compressed.
- An hour is a bit long. I'd aim for something closer to the 20/30 minutes mark per episode. If you really have too much stuff to cram in 20 minutes, you can make it a two parter.
- I like the format where you have different people from different backgrounds.
- Although it's cool to have you all sitting in the same room like that, this will ultimately limit you only to have the same few guests on the show. It can either be a great thing if you guys are adept enough with a variety of software to be able to dissect songs from artists that don't necessarily use LSDJ. It could mean that you'd become regular reviewers and people would become used to your style of doing things. But it can also mean that we're only gonna get LSDJ tracks from your local area.. in which case there's a lot less appeal for the masses.
- Even if you're all in the same room or something, I'd suggest coming up with a format where each person is streaming from the same skype group chat or something. That way when you can do shows with people from outside your local area without having a different format/presentation for the show. Skype can stream screen data pretty easily with decent enough resolution for what you are doing.
- If you plan on having more than just gameboy material presented there, I suggest you build a team of advanced users to use on the "know ma shit yo" side of the discussion.One guy for LSDJ, one guy for atari trackers, one for amiga, one for slapping cats in the face with a microphone and mixing it on a tascam four track, etc etc.
- To encourage your audience to come back, make them feel like they can participate a bit. At the end of the show for example, you could have a selection of three songs people can vote on and the most popular is the one selected for the next show or something.
- Make sure to release them on a schedule and stick to it. There's nothing worse than liking a webshow and have the episodes released whenever at random.
- I would put the complete song at the start, not the end. Like introduce the people, talk a bit about today's show, then play the song.. and then go into the review/analysis.


Overall though, great work. I enjoyed it a lot.

507

(5 replies, posted in Software & Plug-ins)

Because I hate everything Gameboy/LSDJ, I will instead direct you towards this:

https://code.google.com/p/klystrack/

smile

You can find tutorials for it on my blog: http://n00bstar.blogspot.ca/

for what it's worth, here's my constructamative criticithing: explore outside the gameboy

509

(6 replies, posted in Bugs and Requests)

No problems here. Have you tried clearing your cache maybe?

510

(13 replies, posted in General Discussion)

If you're in a job where you need to do actual work, then you're doing it all wrong.

511

(50 replies, posted in General Discussion)

been hitting the whiskey again, have you Matej?

Of course there's truth to what he says, I never said it wasn't the case, and the things you seem to want to impart to me is the same thing I just said before smile Theory isn't the be all end all of music. But it is still an impressive body of work, all based on analyzing why certain things sound good when done a certain way. It isn't, at least for me, where you compose. But it's a good tool to analyze what you just did and understand what's happening.

But to dismiss it entirely and say "just play it by ear" isn't very smart. I spent years playing it by ear only and I made a lot of great songs in that time. Going back over those songs now, most of these songs that really "work" can almost all be broken down with theory. And those few moments of genius I had in those years.. a number of them are breaking "the rules". I'm always for breaking the rules (many arguments about this were had in my old band...the bassist was a strict follower of theory) when it's appropriate. By appropriate, I mean when breaking some expected pattern sounds better than playing it "how it should be".

One thing that really bothers me about the "just feeeeeel it man" argument is that you're not always trying to fucking be the most original guy in the world on every single damn track you compose yknow? The whole argument supposes we're all like super hardcore creative geniuses and that every single song we make is this unique divine creation defying all the rules like some sort of rebel antihero. Not every note or chord has to be the Charles Bronson of music. What if the thing I need for the next part of my song, the one thing that I hear in my head and what to lay down to paper/computer is actually a very well known turnaround? Sure I could just "Feeeeel it maaaaaan" and eventually stumble on it, or I could just yknow.. learn some theory and be able to get exactly what I want because I know the theory behind it. It doesn't need to be super in-depth stuff... it can be something as simple as knowing what a leading tone and why it works the way it works so that you're able to find it any time you want without having to test out all twelve notes in the chromatic scale.

I tend to compose mostly by ear/feel.. but sometimes I hear something in my head that's just not coming out of my fingers. In these moments, I find that knowing a bit of theory and looking at what's going on in my track helps me get where I wanted to go.