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Messages - SeraphSight

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Personal Projects / Re: Breath of Fire 2 Retranslation Project
« on: March 09, 2009, 01:06:19 am »
Actually, "Minchi"/"Mince" does appear to be a noun, though I guess "Meat Grinder" might have been appropriate in that case.

Still, I'm stickin' with Slice, Dice and Julienne. (Only the first one is actually available for the player's use; I think that Chef Wildcat uses all three, though.)

I know he uses two, but i've actually never seen the meat grinder one.   So you CAN only get the one, alright then, i was just making sure.

Personal Projects / Re: Breath of Fire 2 Retranslation Project
« on: March 08, 2009, 11:08:29 pm »
i can't remember if you could get the move the chef used on you, but rather, only the one with verticle strokes...  is there somthing special to do to get the other?  and does anyone know just how it's damage is formulated?  I usually pass it up when i play, but i might want to get a different one when this comes out and i play through it alongside half of my irc group~   that is, if it's worth it.

Personal Projects / Re: Breath of Fire 2 Retranslation Project
« on: January 30, 2009, 04:26:25 am »
Capcom did a lot of goofing around in credits, anyone remember all the NES megaman's credits?  then again, most of those were nicknames for the people working on it, but still.

Personal Projects / Re: Video demo of my untitled platform homebrew game
« on: January 25, 2009, 03:52:45 am »
This reminds me a lot of Legacy of the Wizard, which was a very fun game.  Looks great.

Personal Projects / Re: New Mega Man 5 hack: Mega Man Powered Down
« on: December 23, 2008, 02:42:35 pm »
GameMaker runs fine on my PC and it's pretty old.

haha, because it's made for windows.  Now, i don't have anything other than a PC myself, but i knowpeople who use macs and Linux and to get windows stuff to run, they have to first emulate windows as if that's not terrible enough but the thought of having to emulate the os just to emulate the game has me really pitying those without the specific os an engine runs on.  haha... 

It'd be like getting a DS or PSP emulator to play snes games on.  :o

Personal Projects / Re: New Mega Man 5 hack: Mega Man Powered Down
« on: December 16, 2008, 03:07:05 am »
If we're going on megaman rants, i can contribute too! 

I always liked 1-6, 9, and x1-3.  for some reason, when they gave the floor a 3d feel, it made it feel different, and not in a good way.  7-forte, and x4+ had the odd feeling, though x4 felt better due to zero being awesome and not getting an overpowered double-buster-saberwave combo, and was actually made into full other character unlike in x3 where he was only a stagerunner, and even then X got better eventually.

I wish i could see x4 and up in the x1-3 snes style, it worked really well, in my opinion. 

oh, and while i'm just being an opinion-giver, capcom, toss Axl plz.

Otherwise, i'm keeping an eye on this project, looks good, real good.

Personal Projects / Re: New Mega Man 5 hack: Mega Man Powered Down
« on: November 06, 2008, 01:28:18 pm »
I would prefer Version A. Version B's border is nice, but it makes the whole thing look cluttered.

I agree here.  The border looks nice, but yeah, it does make too much clutter in my opinion.

Personal Projects / Re: New Mega Man 5 hack: Mega Man Powered Down
« on: November 05, 2008, 09:10:23 pm »
I'd say i prefer the darker blue as well, just my 2 cents.  I agree with the other statements of it being too bright.

I've been to the room with the lava. I got the first platform extended and I got to a point where I could see the other side of the lava. So I just missed something in that room? I guess I'll keep looking there then. Thanks.

A little mid-air morph, and you'll be there.  Recently had to tell a friend how to do that, it sounds a lot harder then it is to do.

I've been playing through this again,trying to stay ahead of said friend so i could help him along the really well hidden stuff, and wow, having a map makes me remember all the crazy crap i went through.  Man, the nostalgia....  I am so not looking forward to that ridley fight again, haha.

i wasn't trying to badmouth you in particular, but that guy in the video is hilariously horrible, i ended up watching the whole play through and laughing until my lungs hurt and my eyes started watering.

No worries, i took it as a "general comment about everyone who has trouble walljumping".

some of you posters, and especially the videos linked above, make it seem as if wall jumping is some impossible feat that should never be mandatory.  my question is...

since when is wall jumping hard? i played with keyboard until i realized my little brother's xbox 360 controller had a usb adapter and wall jumping is actually alot easier with keyboard in comparison to the 360 remote.  do people not realize that you don't have to jump during the split second first contact with the wall?  because u can jump off of it at any time during your fall as long as you are still touching it and spinning.  knowing this gives you more than enough reaction time to press away and jump, and that's without resorting to slow motion.

I don't find it hard, not to wall-jump in and of itself.  especially going back to normal SM, but redesign is a different animal in that department.  You don't get the same height, and instead of a reaction or two, at times, it becomes a marathon of back-and-forth, and getting every wall-jump to land successfully with the much changed physics for it becomes a bit of a test. 

The physics only seem a little more vertical at first, but it's like all of your horizontal momentum is saved for wall-jumping, where it rockets you sideways.  It's not so much difficult to do once, as it is difficult to get right the some-odd 10-15 times you have to do it for some shafts.  :happy:  and with one screw up you don't just have to do it once again, you have to do it 3-5 times due to increased fall speed.

that it is, it's not only being forced to walljump when in the normal game you didn't have to (unless you fell into that one spot, i forget if you could skip that, i think i did in my last run of it), but that the physics make the jumps so horizontal compared to before, that it's a terrible time getting out of there. 

Fortunately, it's a necessary evil i think, it gets you ready for some of the -even longer- or less-time-to-think walljump escapades you have to go through later on. (particularly getting the ice beam)

It was the version of ZSNES...grr...It works in 1.51 w/e it is.  God damn you unstable ZSNES..There's 1 game down the drain...You can't netplay via 1.3x because it crashes.  This is so lame =[ :thumbsup:

I never could get it to work without zsnes' autopatching.  I tried hard-patching multiple times, but it never worked.

However, i did play the entire thing with autopatching~  so woo!  glad someone else is playing it now, all my friends are scared to play it because they aren't good at walljumping.  I keep telling them, play it anyway, you'll GET good at walljumping.

After playing this hack, i played the original....  i felt like i was speedrunning the whole game.  :laugh:

Personal Projects / Re: Super Robot Wars Alpha Translation
« on: March 26, 2008, 07:18:16 pm »
I've always wanted to play an SRW game, but i want to play one of the ones full of anime references, despite the fact i haven't watched much of any mecha anime...   the original generation ones just won't cut it.

I'm glad to see they're getting translated, I really like the strategy/tactics style rpgs, and have been interested in the SRW games since i heard about them, but one without any popular references (known to me doesn't matter) would feel lacking.

After playing one of the reference-filled ones it might be better, since it would references the other characters from the previous ones, but i don't want to start there. 

At any rate, i'm glad to see it's getting translated, and looks so good.  Keep up the good job.  :thumbsup:

Personal Projects / Re: Rules
« on: March 14, 2008, 04:54:10 pm »
Then again, this is coming from someone who likes to jack it up to like, 99.

Haha, as do I.  15 does feel a little claustrophobic, but if it'll cause problems i suppose just leave it as is.

Personal Projects / Re: Super Mario Unlimited (SMB) - In progress
« on: January 10, 2008, 07:03:26 pm »
That screenshot (the one with the darker palette) looks like the button covered up part of the wall and prevented it from getting dusty, so when you pushed it, like moving a long-hanging picture, you got a clean wall part.  :laugh:

Personal Projects / Re: Super Mario Unlimited (SMB) - In progress
« on: November 21, 2007, 04:23:10 pm »
although i haven't played many SMB hack so i wouldn't know how prolific it is, but i really liked that idea of the tube taking you back some, but on a different 'level' of the stage. (how it took you to the bottom part) that could make for some crazy levels later on, where you have to play through the level twice, once on top and once on the bottom.

OHHHHHHH   ROFJERGJAERK  I actually had found the spot that leads to him, but when i noticed i went up into that particular place, i tried to do it again, and it acted like i couldn't, and i thought i saw a glitch or somthing, but it was that very spot.  The fact i thought i saw a glitch and couldn't do it again made me completely dismiss it!

But yay, now i can finally get into the tourian and be on my way to completing this!


This man is a sadist!  The escape from tourian is more frustrating then anything I have ever played!  I can't believe it took me down to under ten minutes left on the timer.  I've got to get my friends to play this hack, trying to get through this with no help would take an extreme masochist.  I'm glad you helped me lenophis, or i'd never have gotten through this thing. (or at least, my time for the game would have been exponentially longer than the 27 hours it was.)

This hack is awfully sneaky, confusing, and downright conniving.  It had me cussing myself out, and using more savestates than i've ever used before.  I LOVE IT.

oh good lord I'm such a dip.  I should have seen that with all the rest of this I've been through.  I think it was the fact so much else around there looks suspicious that that one spot, right under my nose, was unnoticed.  :|

Now to wander around the maridian...  lol.

Edit: Ok, I've Blasted, Ran, Balled, Screw-attacked, Missiled, Shot, Climbed, Jumped, X-ray'd, Swung, Bombed, Pushed, and basically drove myself nuts trying to find this thing. 

I need help.  Here's screenshots of the two in the maridian i have, not counting the tourian entrance one (which is the one that tells me to go find another)


I can't wait to get my fight on with the metroids and mother brain, and all i need is the one last chozo guardian.  :(

Wow the brinstar one is throwing me for a loop.  I know there's a tunnel from the mid-point of a rising hallway to the maridian entrance to the door not much farther up and i can't find a reason that it's there, would that be where i should be looking?

I think i have the one in the maridian you're talking about, i kind-of see the map flipping me off in a way.... unless there's two on that side of the map.

Also, i've noticed the x-ray being annoyingly useless at times, completely missing tunnels and blocks. 

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