LOLZ TEH AWETHOME!
First! in before the clock!
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hahaha good work all around :D
Limited graphics are pushed aside by good plot
Although the movie's "graphics" were just a few images, I wasn't horribly displeased with the effect. It was a nicely drawn character, and some of the writing was enough to make the movie entertaining. Certainly no masterpiece, but still a fun experience nonetheless.
Yeah, basically I'm a poor flash drawer. I get what you mean.
Atlhough in no way extremely funny, this was a nice little entertaining few minutes. Nice job.
Btw, why is Luigi Jewish?
Because im jewish and luigi is awesome! :P
Clever animations but AI could use work
I really liked the animations. They were colorful, original, and humorous.
On the other hand the AI isn't so strong. It seems really aggressive and places way too much emphasis on putting my king in check. Sometimes the AI just throws away its own queen for no apparent reason. Most of the time, though, the AI presents a reasonable challenge, which is good enough for the casual chess player.
I've seen quite a bit of flash and have played many games, and this game really gets almost everything right. The balance between plot and game play is sensible, and there is a good compromise made between the gritty aspects of the environment and the cartoon-like aspects.
Maybe I'm biased towards this game since I'm a little bit of a WW2 buff, but I think others will like your historical approach the way I did. You didn't try to be too dramatic or serious, but you also didn't treat the battle of Stalingrad like a joke. What could've made it better would've been an initial cut scene describing the dire state of Soviet Russia, and the bitter savagery of the German invasion.
That said, this game isn't perfect. There is too little mercy for failiure, which I realise is a design choice, but its simply frustrating to have no chance after the smg guy crosses a certain line. My suggestion would be to give your player a small amount of life. Not so much life that the realism and gritiness is lost (I actually really like how you don't make the player invincible, and have them react believably to being in the line of fire), but also make it so that it is possible to kill the smg guy.
In my experience, the difficult game done right is a game where it is hard, but not impossible to succeed when the odds turn against your favor. When a hard game is done improperly, its literally impossible to turn the game around. Rather than being stimulating, this scenario is frustrating.
So, in conclusion, this game has a laudable sense of style, game play, and originality, but still does not achieve perfection.
Nice graphics but bad organization and bad grammar
Whilst the graphics in the spinning 3D cubes and other nice little effects was nice, it didn't save the tutorial from all of the poor grammar and sentince structure.
This tutorial was hard to read. Sentinces had dangling modifiers, plural verbs were used in place of singular ones. Although I'm not senselessly strict about small grammar mistakes, the grammar errors here inhibited effective understanding of the text.
So, when making a tutorial. Remember to proof-read your writing so its understandible. Good luck in the future.
Ok i understand thanks man
The more I listen to your music, the more it appears to be in a minimalist tradition. In the minimalist style, which is heavily influential in techno, the song begins with a theme, and then the theme is slowly transformed and added to do or sculpted down until it is completely different. In some minimalist songs, such as Philip Glasses's Metamorphosis 2, the theme builds on itself until the climax, when it begins to fall into its original form. This is also done is AFX's song Analogue Bubblebath.
I thoroughly enjoyed this song, and while I intuitively want to praise it for having counterpoint, I have to admit that I don't really have a technical appreciation of what counterpoint is. All I can say is that qualitatively the melodies work well together. I have to say that I don't really appreciate the noise near the end though. Creating disharmony is essential to the structure of a song, at least to my understanding, but there is a difference between controlled disharmony and noise. I think the song might have been a little bit stronger if the noise had been a bit more carefully designed and a little bit less "noisy".
On a slightly off topic note, I've always wondered why the fugue has fallen out of popularity in modern music. Does it require a concentration that one cannot give when in casual listening? Does it take too much time to appreciate (say, more than the three minutes that a music video has to win over its listener). Is it that the modern audience listens to less music and is less willing to take a risk?
> the song begins with a theme, and then the theme is slowly transformed and added to do or sculpted down until it is completely different
This is basically the only way I know how to write a song, which is a good reason why you hear it so often. The reason for this is basically because, 5 years ago, I said to myself "I'm going to master melody first, and then song structure." And then I figured out that no one has ever mastered melody. (Except maybe Sigur Ros, but I'm getting off topic!)
> I have to admit that I don't really have a technical appreciation of what counterpoint is
That's ok, neither do I.
> I have to say that I don't really appreciate the noise near the end though.
Neither do I actually! (I realized this about 2 minutes after I submitted) Conceptually though, I like the concept of blowing up a song, then pulling it all back together.
> On a slightly off topic note, I've always wondered why the fugue has fallen out of popularity in modern music.
I think all the points you gave are very valid. I like fugues, but they demand intense concentration, and they are incredibly difficult to write (I tried!). They are not really something I can put on in the background while programming or something. I think that music these days has sort of taken a backseat to other tasks, which is a big shift from how it used to be. You could probably write a paper on that topic actually... (This is how college has gotten me thinking)
> Is it that the modern audience listens to less music and is less willing to take a risk?
Maybe. I mean a few good bands these days are 'risky', but what does that really mean? That they throw a bit of distortion on the drums, or they have an awkward voice, or they use a violin? It would be cool to see a totally risky band throwing in elements of fugue, or classical music, but unfortunately rare. (Interesting to note: the band "maudlin of the well" actually has a semi fugue on the second song of their most recent album, but it stops before it actually gets full on, which is kind of a shame. Still, it's pretty cool.)
Wow. Just wow... You're too smart for your own good.
It sounds a little bit like Kraftwerk or some of the older techno. Pretty good stuff though.
Captures the heart of the melody
This remix in many ways, with its intricate echoes and long notes, captures the spirit of April 14th better than the original.
And while that's saying a lot, I would've wished that the remix had gone farther in its originality, adding a new form and melodic structure.
I guess there's not too much to say, other than that the instruments and the sounds of the instruments are 100% perfect, but that the form and the melody don't go beyond their copied form.
But in spite of these drawbacks, I will certainly listen to this piece in the future, great work!
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