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Messages - Neil

Pages: [1] 2 3 4 5 6 ... 14
1
Site Talk / Re: Font's "language"
« on: December 14, 2014, 02:20:40 pm »
Latin.

2
Site Talk / Re: Font's "language"
« on: December 14, 2014, 09:19:37 am »
Pretty sure virtually none of our site users will understand this distinction.

The font section sees virtually no submissions. Do we really want to make it HARDER for people to fill out the submission form?

3
General Discussion / Re: Bidimensional Wraparound Maps --> World Shape?
« on: December 07, 2014, 08:28:05 pm »
So, if somebody wanted to hack the Secret of Mana worldmap to reflect that of IRL Planet Earth, the best approach to this end would be.......?

Flip the controller input until the player lets go of the direction they are pushing so instead of continuing south they start heading north again (this will confuse and annoy the player the first few times no doubt) but so such easier than flipping the entire world upside down in a non 3d world where you can't just do a camera trick

Change the players x position on the world map to reflect the same line on the other side of the world. That would be wrapping to x + (map width /2) (or minus If x is over half) but I might be slightly drunk right now.)

I think that's it

4
General Discussion / Re: Bidimensional Wraparound Maps --> World Shape?
« on: December 02, 2014, 06:29:25 pm »
There's no such thing as a pole in a world that wrap arround in both vertical and horizontal directions.

You ignored my last paragraph. I posit that argument is like saying because there are games without visible day/night patterns that there is no nighttime or games without rain events have no weather. Some programmer didn't code wrapping to reflect real world navigation and with no mention of it in game we assume that the world is an odd shape?

5
General Discussion / Re: Bidimensional Wraparound Maps --> World Shape?
« on: December 01, 2014, 06:19:36 pm »
It's rather well-known that video game maps consisting of (a) a square or near-square world layout, and (b) wraparound in both North-South and East-West dimensions cannot be represented by a spherical planet-shape. It's also become near-conventional wisdom that said planet must be a torus or "donut" shape.

Point A is rubbish. Video game maps are programmed as square or rectangular maps, but these are for progamming simplicity only. The world the game designer imagined when creating the map was more likely than not concieved with our own world as a template. Most feature tropical areas near the equator and pine barrens at higher latitudes giving way to ice and snow at the poles.

I think the better way to imagine this all is that the display you are looking at is a rapidly reprojecting flat surface map representing a spheroid shaped world.

Yes, if you were to attempt to stretch the rectangular or square map data straight from a game onto an appropriately sized spheroid there would be either distortion or blank space, but that does not mean that the game map is from a non spheroid world.

The fact that some games allow you to travel from south to north instead of having you end up heading north on the opposite side of the world is no different than the reason you can't climb mountains in many games or go swimming in the ocean. Programming limitations and awkward gaming mechanics.

6
Gaming Discussion / Re: Monsters carrying potions, etc. - Explanation?
« on: November 22, 2014, 03:50:44 pm »
Why do you always start the adventure in the region of the world with the weaker monsters *and* the worst possible weapons to sale (which means it's also the poorest part of the world) ?

How comes all monsters always stops at the entrance of cities/villages, including unfortified ones, except when the storyline plans so ?

Nevertheless, the explanation is very simple : Because if those elements were realistic, the games would suck very very bad.

I was working on a game using the DragonQuest V engine a while back that was an attempt at playing with that very concept, and you are very right. It sucks to play a game like that.

You have three main options for designing a game like that
  • show the player the big bad and through walls or np can sacrifice shield them from dying repeatedly
  • let the player die repeatedly while failing to run from monsters they have no hope of beating
  • have the players death against an unbeatable monster be part of the story to move them to an easy beginner area
The first option sucks because it kills the open world illusion that makes RPGs fun. The second and third suck because unbeatable god monsters take all the fun and feeling of accomplishment away from the player. plus the third option plays around with the rules of in world death..

People don't like to play games that are too frustrating. Using real world rules like this makes for a frustrating gameplay experience.

7
General Discussion / Re: RHDN Trivia
« on: November 21, 2014, 06:53:02 pm »
A huge chunk of stuff was directly transferred over from The Whirlpool, so I'm not sure how accurate that very early stuff is.

I assume there's hacks in the database that predate early 2003 which is when Dragoon X Omega was released.

Whirlpool was later. My recollection is that nightcrawler added the first dozen or so entries in each category and then I went to town loading in stuff from a backup of a site I worked on with inverse (romhacking dot com) that had died a year or two before, then started googling other stuff to add. Whirlpool stuff came a few weeks after launch I think, but I may be wrong there. It was quite a while ago...

8
Front Page News / Re: Translations: First Game in Oni Series Translated
« on: October 24, 2014, 07:38:21 pm »
From all accounts the series was quite popular in Japan, but you should not expect much from the game. It certainly isn't terrible, but it isn't great either.

As someone who (I still have no clue how this happened) ended up in marketing, I can tell you that is decidedly not how to promote your work.

But in all seriousness, good job! Very much looking forward to the next two.

9
I guess the map change wasn't included in the video? Klarth was dead in front with a live Rambard after him, but third place Cless was on the map.

(What happened to the clock there? and the equipment is borked?)

Swapping looks super smooth!

10
Site Talk / Re: Small Banner
« on: August 18, 2014, 07:55:33 pm »
Actually, nevermind. I went ahead and finished up what I was working on for it. Didn't want to deviate too much from what we already have. Available in two sets, pink and grey. I prefer the pink. It was too strong in the favicon though, so I think the same favicon would be used for either.

Awesome! 1.72 million Internet points to you. Love the look.

11
Yeah. That's the bit. Just looked awkward with the gap in the middle.

Maybe it'd be possible to.do an notice when Chester first joins. That way it would feel more natural rather than appended to an overworld explanation.

12
You said you'd be adding in other scenes and dialogue. Maybe you have a random villager mention it. Unobtrusive for experienced players, but there for new players.

Side note, just watched the YouTube video again. Are you going to space that bottom right box out a bit more?  Big gap in the middle there.

13
Two options I can think of
1) do it old school. No on screen indicators. In game explanations are for wimps. RTFM.
2) is it possible to have an overlay that vanishes after x cycles (bonus points for fades) that says Press Right to edit party"

14
ROM Hacking Discussion / Re: Screenshots
« on: August 10, 2014, 09:50:58 pm »
Man that looks good!

15
Here's the character for reference:


I see from the script there's already a Pete in the game! but I am not clear from your summary which universe he's in. Maybe he should be Warlock Pete or something to keep it Disney.

16
Script Help and Language Discussion / Re: [SNES] Wozz - Minor Checks.
« on: July 08, 2014, 10:43:46 pm »
I vote for "HEY! YOUZ GUYZ!!!" :)

17
Customize screen done!  The text isn't quite final as I still have to change a lot of junk later on as the project progresses, but here's a comparison of before and after with changes I made and what not.  QUITE a difference!

Now that you have the space are you going to make the stereo/mono switch consistent with the rest of the options?

18
I love everything about this thread. Love the proposed skill flow changes too. Are you planning map/town edits as well to allow for more detailed events when filling in the novel elements?

19
I dont know..... It sorta sounds...... sad.  :(

As opposed to:

Quote
   His health has been slowly
   deteriorating, and he is
   beginning to feel that
   death looms near.

   One morning Simon was
   visiting the graves of
   his ancestors, on the
   Hill of Angels.

20
Site Talk / Re: Public Flagging of Items for Deletion
« on: June 13, 2013, 04:21:41 pm »
I would suggest you call the link simply "Flag as Duplicate."

Avoid words like delete and defunct. Defunct would likely be clicked for all of our DOS utilities. :P

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