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Messages - M-Tee

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Gaming Discussion / Re: What's your favourite board game?
« on: May 12, 2016, 11:58:25 am »
Favorite? No idea. I get into a lot of abstract strategy games, especially old ones from different cultures.

Got a lot of play out of a travel Hive set last year though.

Gaming Discussion / Re: What's your favourite bad game?
« on: May 12, 2016, 11:56:21 am »
I really enjoy a multiplayer bout of Flag Capture for the 2600. I think I had it on a compilation or maybe on an emulator disc for Dreamcast or something in uni.

Personal Projects / Re: ROLL♥CHAN Evolution!
« on: April 21, 2016, 11:31:08 am »
There are multiple reasons why that's a bad idea:

1. The maximum limit of how many palettes sprites on screen can use at a time, that limit is four, meaning that if you devote three palettes to the player, you then have only one palette anything else on screen can use.

2. There's a total limit of sprite tiles that can be in memory at one time, that limit is 256. Megaman overlays only 1 extra tile only per sprite. Apparently (I didn't recount), your mock up increases a single frame of animation from 11 tiles to 19. Expand that percentage out to the rest of MM's animations, and you're looking at like a 75% increase in tiles needed for the character. Considering that at any point in time, the remainder of the 256 available are allocated to enemies, projectiles, HUD elements, etc., you'd essentially have to remove half the other elements in the game to make room for them.

3. Moreover, there's a limit as to how many sprite tiles can be displayed on screen at a time, which is 64. Again, you'd have to remove other elements of the game to make room.

4. There's a sprite tiles-per-scanline (horizontal row of pixels) limit. That limit is 8. Go past 8 and cause flicker. (You can see this in Metal Man's stage when the spiked platforms on chains drop in front of MM and the drills rise through the ground. By having so many overlapping sprites,  you'd essentially be guaranteeing flicker anytime more than one enemy is at the same screen height as any part of the main character.

Tiles are 8x8. Open up Photoshop, set your grid to 16 px with 2 subdivisions, and then separate your desired palettes into layers to see how many tiles you're working with.

Open a MM ROM in FCEUX and go to Debug--> PPU Viewer. To see all of the tiles currently in use. Only half of the 512 shown can be used for sprites, the other half are the background.

Gaming Discussion / Re: Overhead Adventure Games
« on: March 26, 2016, 12:00:24 am »
the aversion to combat is merely a dislike for any reflexes-based gameplay instead puzzle-solving / stories.

Detective Conan is a perfect suggestion, but forgot to mention that we've already played through that one. Anything else along those lines would be great though.

Shall look into the Hamtaro and other suggestions as well.

The DS is definitely the system we need to be looking into, but with region issues, firmware updating, the assorted flash cart options, (and having to import or pay heavily marked up prices) it's a bit daunting to bite the bullet on one.

Gaming Discussion / Overhead Adventure Games
« on: March 25, 2016, 10:09:24 am »
Looking for overhead adventure games with very minimal-to-no-combat for my significant other.

GBC preferred. Anything NES-GBA okay. Can't do PSP or DS, sadly.

Both Survival Kids have been hits, but Zelda had "too much combat." Also finds JRPG-style menu-based combat unappealing (as Earthbound was amiss as well)

Please suggest away.

Gaming Discussion / Re: Recommendations for non-RPG PS1 games?
« on: March 21, 2016, 10:07:23 am »
Tenchu and Tenchu 2, the latter has a totally awesome level creator. Both are far better than any of their sequels.

Gaming Discussion / Re: Fun/Favorite Dreamcast Games?
« on: March 11, 2016, 10:59:00 pm »
If I were to take a stack of DC games home with me today, it'd be the following is this order:

Shenmue II (PAL)
Fatal Fury: MotW
SF III Double Impact & 3rd Strike
Jet Grind Radio
Typing of the Dead
Kof 99 Dream Match (98)
ChuChu Rocket
Dynamite Cop (which I played in arcades, and didn't know was a Dreamcast game until this thread)
Power Stone 1 & 2
SF Alpha 3

Gaming Discussion / Re: Does anyone know what game this is?
« on: December 26, 2015, 09:57:50 am »
Thanks. Exactly what I was looking for. Odallus looks sweet, too.

Gaming Discussion / Re: Does anyone know what game this is?
« on: December 26, 2015, 08:58:52 am »
Can't recall the name of a game:

Indie title in development for PC at least a couple of years back.

Adhered to NES restrictions (at least in palette)

Is an original action platformer, graphically and gameplay-wise, very similar to Strider.

I seem to recall, in the demo stage or first stage, hanging from platforms while the floor burned beneath me.

Title may have started with O.

ROM Hacking Discussion / Re: Screenshots
« on: December 16, 2015, 09:44:32 am »
I am so excited for that.

Gaming Discussion / Re: What are your favorite genres?
« on: November 21, 2015, 09:35:22 am »
Likely, the fact that fan-translations are the primary draw here have a lot to do with the preference for (J)RPGs in general in this crowd.

Gaming Discussion / Re: What are your favorite genres?
« on: November 21, 2015, 07:42:25 am »
So, you have 11 options to choose from, but are allowing people to select up to 10 of equal weight. I don't think any useful data's really going to come from this. With such broad genres, less selections per user, or numerical ranking could be beneficial. Assuming folks use all 10, this essentially becomes a single, "least favorite genre" poll.

Gaming Discussion / Re: power dolls
« on: November 21, 2015, 04:38:50 am »
OP could use some images and links.

Game looks like it could be rad, though.

Gaming Discussion / Re: Misleading Box Art/Game Titles (Good and Bad)
« on: November 21, 2015, 04:37:43 am »
Interview with the illustrator, Marc Erickson, in which he explains the pistol.

There's nothing wrong with that hand as far as I can tell. It appears as if y'all are not seeing the dividing line between the ball of the thumb and the fingers. High resolution image, in which it's clearly visible.

I love Erickson's art, and as a kid, I always thought that Light was captured by Crashman, pointing out that Megaman was there to ruin their day.

Illustrator's website.

Thanks, those are some of the changes I'm planning.
I'll have something new up soon.

Reducing the size of the red could be part of a valid solution, yes. Be aware of tangents though, as Tater Bear's has three up top (the l, and both tips of the v).

The moon and castle look great, though.

Sorry, didn't even notice it was a custom C.

Palette was just one suggestion, though. Different emulator palettes aside, looking at these, in the original, letter weight, position, juxtoposition of colors, selected details… they all help the surprisingly strong color choice work. The text is primary, as it should be.

In yours, many of your decisions have caused the red box to have drastically higher visual weight than the letters.

Those letters are way too thin and small on that CV logo, Vanya. Firstly, there's strong hue contrast in the logo to begin with,  but when you thinned the main logo out, it causes the red space to become rather overpowering. Even more so when you continued to weaken the green with spots of black and blue through it.

If you're insisting on redesigning the typeface from scratch, I'd suggest going all the way and redesigning the C as well, and rethinking the palette.

The main character design of Karnov is the heart of its appeal.

ROM Hacking Discussion / Re: YouTube/Google Video thread
« on: November 05, 2015, 10:28:11 am »
Lookin' good. Excited to play that someday. I think that's my favorite of the title screens I've made for a translation.

ROM Hacking Discussion / Re: Tool for generating outlined bitmap fonts
« on: November 03, 2015, 10:13:15 am »
You could use Photoshop Actions.

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