Demo de Chrome OS
Me han hecho el favor de pasarme el video de la demo de Chrome OS presentada por google en dias pasados.. sin mas, aqui el video:
Me han hecho el favor de pasarme el video de la demo de Chrome OS presentada por google en dias pasados.. sin mas, aqui el video:
the outcome of some procrastinations. a quick demo once finally
learning how to use the recording function on the synth.

That song/jam later turned into the song "Allt að gerast"
This is how it sounds like after we had jammed on it for a whole another year and recorded it, mixed and mastered!Add another year ... and few months... this video is from the release concert last January.I'm looking forward to start working on the new tunes... in fact we've already started.
Rough demo I put togeather today.
Drum loops, acoustic guitar + electric bass.
The original drums were in 120 bpm but I slowed them down to 100 bpm... so that explains the strange sound :-p
Is the sound to dark/warm ? ... I'm totally getting tired by now :)
Buen testing, excelente distor análogo (Jekyll & Hyde Visual Sound Pedal), aunque me quedo con Guitar Rig (Kontakt)
It's been a busy weekend for Flaming Mango. We put on a short notice show on campus that had a good turn out on Friday night and spent a few hours on Sunday recording our material! Big thanks to Scott, Allen and Luke for being so awesome and helping us record. The 16-track studio on Evergreen is really neat (we took up 10 tracks and recorded everything live) and even the sound of the songs unmixed is great, so I can't wait to hear the finalized version. I'll post up more info about the Demo/Album/EP thing as more is available.
If you want to apply to the App Star Awards and get a chance to a major exposure, the only thing you will have to do is publish a video demo of your upcoming app.

There is something awkward about having a sequel number for a title that already has a number in the name, it really breaks the speaking flow, but also makes for awkward abbreviation, such as L4D2. It reads like the beginnings of a Megaman level skip code, or maybe a strain of the flu. Without Megaman or the flu in mind, I loaded up the Left 4 Dead 2 demo.
Where Torchlight could be summed up, though not fully justified with "Diablo", Left 4 Dead 2 can be articulated with "mod" fairly succinctly, if the demo is an indicator of its quality (as a demo is typically supposed to be). It really is more Left 4 Dead, only during the daytime, with more accents, and some horrendous music. I don't mean anything negative to the cultural music of that region, but just shoving it in with Left 4 Dead's original themes, and set to the action of shotgunning hordes of zombies... that just doesn't make good gumbo for me. Left 4 Dead was already plenty silly, putting marching band bass drums and bright brass in the middle of it just seems like a parody. The combat is very much the same, the AI Director still seems to be little more than a counter which resets itself if you make enough progress, the melee weapons are... exactly as you would imagine: various model files with an associate hit sound. They all seemed to behave the same, and also worked very well through grated windows somehow. In short, the main thing they add is to a bullet list of features. The new special infected are... decent, though their combination with the returning special infected almost makes it seem like these variants are a "southern thing." Where the Hunter shook things up by jumping on you and removing player input, and the Smoker shook things up by dragging you away and removing player input, the Charger shakes things up by ramming you and removing player input, and the Jockey shakes things up by riding you away and mitigating player input- oh who am I kidding, they don't add much and their health is so low that the slightest bit of concentrated fire makes them just another infected, only with a larger bounding box. The infected seem much more agile, at least more so than I recall from Left 4 Dead, in fact they seem practically compelled by their past live's gymnastics calling. If you want to slow down a horde, simply get a lightpole between you and them, not only will it buy you time, you will get to witness at least a dozen of them immediately climb that lightpole, and then hop off the top in their pursuit of you. They react this way to most anything actually, if they face a wall, they will leap to reach the top of it and climb over. It reminds me of the soldiers in FEAR who would senselessly jump and roll through windows, looking very cool but exposing themselves to fire - only the soldiers in FEAR didn't leap 12 feet to reach the top of a wall, or scurry up every tall cylinder they could find. There is certainly more visual variation in the zombies, making them feel less generic despite still feeling like test models for a ragdoll experiment (we've already had Painkiller and UT2003, we know about ragdoll), however you do get to encounter an armored cop infected. By armored, I don't mean kevlar and a hardened plastic visor and helmet, though they would have you think that. No, apparently this is a time traveler, clad in the flesh of fierce dragons of old, but he forgot to get any for his back. I actually put three Uzi clips into this guy at a range of 3 feet or so, but nothing harmed him, until he turned his flank slightly. These are the sorts of things that really just make the game feel arbitrary. As you may have seen with my repetition earlier, L4D2 (zombie flu) still holds close to the tried and trite cooperative school of taking hostages, and in fact the only special infected that don't do this are the Boomer and Spitter; the latter of which is reminiscent of a horrible CRACKED magazine drawing depicting a slovenly trailer park woman with a cold, and fails to elicit any sense of threat. True, the damage of her toxin is not only cumulative but apparently exponential, but it expires so fast its but a mere pause to reload your weapons, and if you were somehow confused by the red flashes, your decreasing health, the pain sounds and the sizzling sounds, the game will actually message you about how you need to keep away from the slime. In fact, that is one place where L4D2 excels so well that it fails, it messages everything. I mean everything. Floating icons point out weapons and ammo, which are already outlined, it tells you to melee close enemies to push them away, or to turn around if someone hits you in the back. I am waiting for the game to instruct me on when to fire the gun... It messages so much, apparently they are very concerned about winning over the paramecium sales, in hopes to capture the ill treated protozoan market. So what of Left 4 Dead 2? Well, I don't feel the 2 is with merit. Maybe 1.25? Left 4 Dead: Reloaded? I've got nothing, and this release doesn't feel like much to me either. I might purchase it at some point, if I ever catch up on other games to play, but only for $10 or less. Until then, there are plenty more interesting and developed things to try. I'm just glad they released a demo.