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Eriku says...

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:

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Filed under: Demo

phocks says...

  
(download)

the outcome of some procrastinations. a quick demo once finally
learning how to use the recording function on the synth.

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beatlesfanbr says...

Something (Demo) by The Beatles  

"Something" is a song released by The Beatles in 1969. It was featured on the album Abbey Road, and was also the first song written by George Harrison to appear on the A-side of a Beatles single. It was one of the first Beatles singles to contain tracks already available on a long playing (LP) album, with both "Something" and "Come Together" having appeared on Abbey Road. "Something" was the only Harrison composition to top the American charts while he was in The Beatles.

John Lennon and Paul McCartney—the two principal songwriting members of the band—both praised "Something" as among the best songs Harrison had written. As well as critical acclaim, the single achieved commercial success, topping the Billboard charts in the United States, and entering the top 10 in the United Kingdom. The song has been covered by over 150 artists including Elvis Presley, Shirley Bassey, Frank Sinatra, Tony Bennett, James Brown, Julio Iglesias, Smokey Robinson and Joe Cocker, and is the second-most covered Beatles song after "Yesterday".

This demo version was extracted from the disc 2 of the "Anthology 3" compilation.

Source: http://en.wikipedia.org/wiki/Something

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Sigurdór says...

I decided to dig out this old pictures since I'm going with Menn Ársins to this farm on the countryside to work on some new material and record some demos. I can hardly believe it's been 3 years. I didn't even have kids then! Now I have 2 boys! :-)

I had just recently joined the band at that time (November 2006). I hardly knew all their names and their phone numbers had not yet been stored in the mobile phone :-D

 Here's a short recording from that weekend

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!

Allt að gerast by Menn Ársins

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.
Now we're just gonna focus a little harder :-)

Cheers!

 

 

 

 

Filed under: demo

Sigurdór says...

Demo Nr. 4 by Sigurdór Guðmundsson  

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 :)

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dannfierro says...

Buen testing, excelente distor análogo (Jekyll & Hyde Visual Sound Pedal), aunque me quedo con Guitar Rig (Kontakt)

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C. Hendrix says...

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.

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sighnpen says...

PUT THE FUN BETWEEN YOUR LEGS: Become the Bike Bloc (via shibbyshitegeist)

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appsfire says...

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. 

Doing a good video demo is easy when you have the right tools. We're going to share some of them with you.

It sounds like an obvious thing to do, but we still see a lots of developers that do not understand the necessity of doing some pre-App Store marketing and a video demo is a key element to tease on your upcoming beauty.

 

One tip: we engage you to check out on youtube the endless demos of apps made and see how those were made. It will give you a pretty good idea of what can be done.

So what do you need?

Key ingredients
  • An app (hard without it...)
  • Some time (30min to 1hour)
  • A computer or a camera (although you can do without it)
  • A video editing tool
The Computer-less approach

Principle: you shoot a live demo from your iPhone with a camera

Good example: The spotify teaser below, which is awesome

  • You'll need to have your app prototype installed locally on your iPhone
  • A good camera. Make sure you can shoot in zoom mode clearly
  • Make sure the iPhone is stable put on a clear background
  • If possible, make sure that the hand playing with the app is not the one handling the camera (meaning your camera on a tripod)

Advantage of this approach: it is the kind of real life show that can really seduce. But you need to make sure to have good shooting conditions. Also ideal for apps that require an external accessory (eg a bluetooth accessory)

The Computer based approach

Principle: you run here a demo of a simulation of your app on your computer

Good example: Here is a demo by Tweetie. See?

 
  • You need some tool like iSimulate (not free) or Simfinger - free  (see how the creator of Tweetie is using it)
  • There is also a nice javascript tool that gives you a Virtual iPhone interface on your browser
  • You can also use PhoneFinger which provides a nice simulation environment for demos
  • You need a good Screencapture tool to shoot/edit your demo, like SnapZ pro X, Screenflow (mac) or Camtasia (PC and Mac)
  • You can also use Screentoaster or Jing that are free but you'll have less options and control on how to mix and edit your video
Advantage of this approach: it is a pixel perfect approach and will show clearly what your app does.

Nice add-ons/Tips
  • A nice music background can always be cool, but should not be dominant.
  • you can find tones of license free music on Jamendo
  • An intro title is always welcome and you can add a visual watermark on your video with your logo for example
  • Make it short (30 sec ideal) and if you can't cut the extra part that are not necessary
  • Mind the noise around you.
Do you see other tips? Any thing you can share based on your experience as a developer or viewer?

Filed under: demo

scar3crow says...

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.

Filed under: demo