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Messages - M-Tee

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How many intellectual properties does Nintendo actually own, that this is an issue? Just leave their stuff alone. Refuse to make any videos featuring their first party content, and don't give any views to videos that do.

If it's that big of an issue, cut them out. Make your own stuff. Review and whatever videos of content creators that actually want it. Splatoon is their first successful new IP in how many (decades)? I guarantee that there's some indy and homebrew stuff being made that deserves the youtube coverage more than whatever next-gen Zelda teaser they're running off of now.

ROM Hacking Discussion / Re: Help with Mega Man sprites.
« on: September 19, 2015, 01:13:15 pm »
Start small. I guarantee you that no one joins teams started by a "cannot" hoping to rally up a handful of "cans".

Do your graphics changes. Want a challenge? Alter the tile layout of the secondary tiles to accomodate that green arm cannon of yours. That in itself should be your ultimate goal and glory at the moment.

Personal Projects / Re: ROLL♥CHAN Evolution!
« on: September 16, 2015, 08:43:14 pm »
Yeah, I think making a child thinner to be "prettier" is an issue.

Personal Projects / Re: ROLL♥CHAN Evolution!
« on: September 16, 2015, 10:37:39 am »
I'd have to disagree there.

Yours to the left, Zynk's to the right:

I don't think any of the changes made are beneficial--the key change of course being the thinning of the chunky limbs, which are very much true to the original Oamu Tezuka-inspired designs. It's just a step closer to a Bratz doll. Also, knowing when an outline is helpful and when it's not is pretty key, and I see no benefit to outlining the top of the dress.

ROM Hacking Discussion / Re: Screenshots
« on: September 13, 2015, 03:01:44 am »
Interesting idea. Never cared much for sprite edits though. Might be why I disliked MM vs Street Fighter so much.

I see absolutely nothing wrong with Nintendo taking down anything that uses any significant portion of their intellectual property.

It dilutes and taints their branding, and with Mario Maker out, does provide a competing service.

Everyone in this game knows where they stand, and when you choose to build a house on someone else's land (or for a better comparison for most of this stuff, paint the shutters on someone else's house), there's always the chance that that homeowner or landowner's going to come take it back.

If one doesn't want to play said game, one should develop their own product from the ground up. Otherwise, just roll with the punches.

Also, the coversong in a bedroom analogy is a poor one. A better one would be if all the masters from a record company's history were to have leaked online, and folks were using them extensively to release products ranging from slightly to very different.

Personal Projects / Re: Doom PSX hack for Doom SNES. {WIP Alpha}
« on: September 04, 2015, 11:52:48 pm »
No leading zero on the month in the build number?

The cover art looks too amateurish to spend $55 on. For example, look at the perspective of the axe in Li Kui's hand. It is in his left hand which is anatomically holding it straight up, yet the blade of the axe is somehow behind the right side of his face. Shi Jin, the "Nine Tattooed Dragons", is missing all his tattoos!!! I would have gladly offered my art skills free of charge to help this game have a professional looking western release.

Is that Nio's work? He's posted Contra images in Trax's Contra thread that were in a similar style.

Yeah, doing some spot or rim lighting with such a dark palette could be very rad.

I typed up a lengthy reply to this, but must have closed without sending.

The purple and orange isn't working. The dark purples and blues on the NES are simply too saturated to pull of that kind of hue jump with lighting.

Moreover, by using such saturated colors, I feel that it doesn't adhere to the overall mood or style of the game.

Your original design looks like it'd be at home in 1991, maybe Shatterhand-era. The vibrant purple and orange looks more at home in, say '86, when more arbitrary colors would have been used, say in something like Layla. The technology was the same, but the aesthetics of the times were different.

I totally understand what you're trying to do with it. Small, localized, dim lighting. Warm lighting, cool shadows, etc. I know, because I've tried to pull of the same in my own work.

But, when it comes to showing an area in darkness, I'm a fan of simply dropping all of the values a notch. To illustrate, I took your "new, lit" image as a sample:

That way, instead of low, dim lighting. It's basically, none, or barely ambient lighting.

I'm not much for suggesting stat hacks, but...

I always enjoyed MM2 because the damage caused by finding the "correct weapon" against each boss was so high. I believe this was part of the Normal mode for the US version. MM1 seemed to have pretty high difference as well. Those were the only two I beat in my young.

But, the later games always seemed to have such low damage against bosses. Even if you had "the right weapon," I still felt that bosses were too demanding. I guess, as a kid, I had always thought of the purpose of Megaman games as finding out the right order to beat the bosses, and if I had the right order, then the bosses should be dominated.

So, what I'm getting at is a series of hacks that increase the damage to bosses caused by the weapon against which they are the weakest.

Personal Projects / Re: Gyromite Mario Edition
« on: August 13, 2015, 11:15:19 pm »
How are you handling the enemy climbing the vine animation?

Personal Projects / Re: Gyromite Mario Edition
« on: August 12, 2015, 02:18:24 am »
Are you really planning on mixing the outline-having artstyle smb2 US with the non-outline having SMB1 style?

ROM Hacking Discussion / Re: Puzzledude's seminar on romhacking
« on: August 08, 2015, 02:05:52 am »
It's a tad of an overstatement, true. But endless flurries of blind praise really do hinder progress, and anyone that's pursued or taught higher education in any creative field will likely agree that breaking students of that habit and training them to both give and receive criticism is one of the largest hurdles an instructor must face.

Likewise, sitting in on a mid-level critique is a far better way to assess the quality of an a program than by viewing the output of its students.

The point is that criticism, along with learning how to handle even the worst of it, is essential for progress.

ROM Hacking Discussion / Re: Puzzledude's seminar on romhacking
« on: August 08, 2015, 12:34:05 am »
Rarely is criticism actually given in a constructive way. Even more rarely does the recipient actually listen to criticism without getting defensive.

If you can't take criticism, don't publish work. It's very simple.

Besides, all people gain from praise is stagnation.

Personal Projects / Re: ROLL♥CHAN Evolution!
« on: August 06, 2015, 07:20:47 pm »
I like that new sprite. Best yet.

ROM Hacking Discussion / Re: Puzzledude's seminar on romhacking
« on: July 27, 2015, 08:01:37 pm »
I'm pretty opposed to telling people why they should do what they like to do.

That said, I also agree wholeheartedly with Seihen that this wall of text venting personal emotions would be better off without the passively aggressive and deceptive thread title.

Yep. That titlescreen's a pretty huge letdown compared to the original.

Game's fun though. It's built into my famiclone, IIRC.

ROM Hacking Discussion / Re: Q Boy (NES) Level Editor
« on: July 22, 2015, 08:19:29 am »
Boss move, QC. I love Q-Boy. Will be rad if something comes of this.

You don't have to be a baseball player to be a baseball fan. I don't believe anyone here's suggested otherwise. No need to make excuses. It is a relatively fruitless hobby compared to the amount of time that gets sunken into it. I wouldn't suggest anyone new to the hobby actually pursue it instead of other pursuits.

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