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Messages - Neil

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Gaming Discussion / Re: N64 Classics - that never came to be...
« on: March 22, 2015, 11:35:43 am »
Final Fantasy 64  (will actually be a Playstation 19 game released in 2113, and the official name will be Final Fantasy LXIV)

8 games were released in the last 20 years. We're on 14 now. At the current rate, that would be 125 years to get to 64, or 2140 I think.

Gaming Discussion / Re: Donkey Kong Country Retrospective?
« on: December 31, 2014, 10:00:28 pm »
There are three games I remember playing on demo units at the store multiple times in my youth. Super Metroid at a caldor, Star Fox at a KMart, and Donkey Kong Country at a Babbages. All three blew me away, but DKC was probably the one that seemed to stretch the limits of the console the most in my mind at the time.

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.

News Submissions / 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.

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!

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

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

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.

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"

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

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.

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

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?

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?

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

As opposed to:

   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.

Gaming Discussion / Re: Only 16% of gamers hate grinding ?
« on: May 17, 2013, 06:24:05 pm »
So, in Dragon Quest typically using spells misses, or is less efficient that physical attacks AND wastes lots of MP. And I should be blamed for using only Fight and not use Spells when they are pure crap ? I'd rather blame Enix for not including efficient spells in their games (healing and escape being the only really useful spells of all DQ games, ever).

Spells don't 'typically miss' in DQ games. Some may do very little damage (if you cast Blaze on a fire enemy, in some games it'll do like 1 damage, in others it'll heal the enemy). The only other time a spell may fail is if you try and use certain defensive or status affecting spells on a boss. Silence spells typically fail on bosses for example. General field battles have a very low failure rate. You just need to assess the situation and choose a spell that makes sense. HINT: If you're near a volcano, fire spells probably aren't your most potent weapon.

MP balance is another case entirely, but DQ games are generally balanced fairly well unless you're spamming a group spell over and over again. If you're planning your battles well, MP lasts a very long time.

DQ games really starting with the SNES DQ6 have skills that cost little or no mp that are also equally effective if you use them wisely.

If healing and escape spells are the only spells you use, you're one of the people spamming the fight command. At the very least you should consider using some attack/defense boost spells (or spells that lower the same stats of your enemies). Some enemies in the field in DQ games have very high defense and the only way to quickly dispatch them without grinding your level up is a sap spell to drain their defense.

Gaming Discussion / Re: Only 16% of gamers hate grinding ?
« on: May 16, 2013, 07:30:07 pm »
If I had to choose between grinding and 80 pages of exposition (or in the case of certain titles, unskipable cut scenes) I would take grinding any day. I would rather play then read some poorly crafted tome. And what some people call grinding I call playing with the battle system. If you just want to hit the accept button over and over and not put strategy into the battle system in the game you're playing, that's your fault. Far too many people complain of grinding but do little more than hit accept repeatedly on the default option (fight) rather than employing tactics to shorten battle time.

Personal Projects / Re: Project Mario Adventure 3
« on: May 03, 2013, 05:49:47 pm »
That looks incredible!

Teaser screenshots of an upcoming feature:

Still lots of work to do, and bugs to kill. Also, I may eventually need someone else to contribute a music score. The intro is cinematic and consistently timed, so a music score would and should match the events presented in theme and mood, like a movie soundtrack.

I too would echo the concerns of Da_GPer. While it's an interesting concept, the text should probably be more like the prologue to a tome or a 1930s news film than a cinematic intro. I would also avoid using phrasing like "the stage is set." Best, in my opinion, to lay it out like real events. It's been seven years since the events that occurred in Castlevania....

Personal Projects / Re: Tales of Phantasia (SNES Enhancement)
« on: April 27, 2013, 10:30:03 am »
If you want, Satsu made a Tales of Phat Asia title screen a number of years ago. There is a not insignificant chance he still has it.

On a serious note, this is definitely turning into an awesome hack. Looking forward to playing around with it.

Original Game: Frogger (pick a platform)
New title: The Adventures of YOLO: Frogger Edition
Changes made: One death and you're back to the title screen.

Why? Mostly for the pun.

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