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Messages - Uberdubie

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Personal Projects / Re: Graveblood [GBA Homebrew] in progress
« on: March 25, 2019, 09:20:55 pm »
Everything I'm seeing here is top-notch.  Can't wait to see where it goes from here!  :thumbsup:

To me, it does like rude because I know it mean.  It can be mean as mute and silent.  Deaf town is not right word to describe. Silent town should be right word to describe.  And oh, I will should be worrying if I were you because there are some deaf people are member in this site.  And I am one of them.   Some people around know me that I am deaf and they know they have sensitive.  Deaf town seem not right to use.   You saw how I react to respond the word this person use "deaf town".   Which is I do not know what he ref to.  Is there deaf people in town or it just describe for silent?   So I rather silent town instead deaf town.
If you do not know with certainty that there is any ill intent here, you should never make such serious accusations.  Firstly -- there are many, many other definitions for the word other than merely a person unable to or has difficulty hearing.  Second, unless you see actual discrimination against deaf people here, it shouldn't be assumed that they're being cruel or insensitive in any way.  Much like there is for the word "mute", many people have serious physical and psychological reasons for not being able to speak. I have close members in my family who are both deaf and mute.  However when every F-Zero game and/or romhack is made with its multiple "Mute City" tracks, there isn't a demand to change the name because it's understood that it isn't an attack on people who are mute -- nor would I assume Nintendo is in any way being discriminatory toward my family.  The same goes for this lovely project.

When it comes to interpreting something like rudeness, the burden it's also upon you not to misinterpret intent.  Making demands to change something based on misreading intent is rude on your part.

Personal Projects / Re: Secret of Mana, Turbo - Beta 190322
« on: March 24, 2019, 05:45:10 am »
After a quick try -- LOVING what I am seeing here so far!  This is indeed the dream modifcation for this game, and one of the best romhacking experience I've ever had with the customizable setup of the .zps file you've composed.

My only concern right now is the game's flow feels too fast and a bit too close to easy-mode at the moment.  I've only played for about 30 minutes so far, and right away dungeons are so much faster to breeze through considering you can endlessly run around and keep spamming attack with no downsides.  And with every fast hit doing 100% weapon damage, basic enemies that take multiple hits go down soooo fast now -- 2-5 times faster than they used to.  In addition to that, the new blocking mechanic seems a bit OP as well.  I do really like the inclusion of it and the potential depth it adds to gameplay, but it still seems a bit too easy to cheese the first boss by simply holding down block whenever I'm not attacking, and as long as I'm mostly spamming block with an occasional attack, I'm pretty much invincible.  So in other words, timing doesn't seem as important as it should be, since you can endlessly hold block and as far as I can tell you'll never take any damage.

I'm sure you intend to tweak all this further, and all things considered there's amazing potential here.  To reiterate my 2 issues: to have a way that makes blocking not 100% safe, and have player-based attacks flow a bit better.  It's too easy to breeze through bosses at the moment -- at least at the start (since I admittedly haven't played that long yet).  Perhaps have a way to make the player get an invulnerable stun status after an attack is successfully blocked?  Any way of having the player not 100% safe just by holding the block button would be an improvement.  You could also consider making all non-magic enemy damage higher, to balance the fact that blocking is so low-risk (would make for a great optional side-mod to this regardless imo).  As far as spamming the attack button, I'm not sure how to balance that so that it's less annoying than the vanilla stamina system that awkwardly slows you down a lot, but also not so fast and effortless that it feels way too easy.  There just needs to be more of a feeling of risk/reward between blocking and attacking.

Sorry if this was a bit of a ramble -- I wanted to get some time in to play this incredible hack/compilation and still give some feedback for you.  Can't what to see where this goes from here -- truly fantastic work.

Personal Projects / Re: SMB2 - Super Beatles - Pepperland
« on: February 07, 2019, 04:37:55 pm »
Personally I'd go with more varied and highly-vibrant colors for the title screen (better fitting of the theme imo), but the design of your latest iteration shows how wonderfully you're improving things!

Considering your dedication to the material and talent, can't wait to see where this goes from here!

Personal Projects / Re: Tales of Phantasia SNES (Enhancement) (Slow WIP)
« on: February 04, 2019, 04:10:22 pm »
Yeah, I'd assume the voiced part would be a no-go.  It would be incredible just to have text-based versions of each skit with one portrait per character.  Or to be different, you could use each character's battle sprites looking at each other.

Regardless, thank you for all your hard work on this!

Personal Projects / Re: Tales of Phantasia SNES (Enhancement) (Slow WIP)
« on: February 04, 2019, 02:17:32 am »
Are there plans to incorporate the overworld "skits" from the PSX version?  Imo this is by-far the greatest feature missing from the SNES version, where you can hit select on the overworld map, and watch multiple voiced dialogue scenes between your current characters in the party with lovely portraits.  (If this has already been mentioned and discussed elsewhere in the thread -- seems I've missed it -- humblest apologies.)

Everything else is looking fantastic -- never thought I'd see the day where this SNES may surpass its Playstation counterpart!  Much luck to you.

Personal Projects / Re: Secret of Mana, Turbo
« on: February 04, 2019, 01:24:00 am »
Everything here sounds near-perfect if it's half-way as good as it sounds.  Although there's one thing I've always wanted in SoM and haven't seen it in a romhack yet.  Rather than stupidly being forced to get hit by some specific attacks, being able to skillfully dodge certain attacks.  The best example I can think to use here is the mantis boss/tutorial right at the start of the game.  He attacks you with an unnamed claw attack that sends a 'sonicboom-like' projectile that is nearly-impossible to evade by skill -- it'll hit you even if the graphic comes nowhere near your character.  Since I haven't played the manual block/dodge hack yet, perhaps this problem gets addressed there to some extent.

Very much like you Queue, I got a SNES Classic for Christmas 2018 and decided to introduce this incredible game from my childhood to my wife (who also loved her SNES as a kid, but never got into RPGs like me at that time).  Overall she was really enjoying herself, until coming to this first boss and being attacked by this claw projectile multiple times.  "...what?  That's bullsh**!  Why am I still being hit by that when I obviously evaded it?"  I didn't have an answer for her, and found myself equally annoyed -- then remembered how I always found this part of SoM's combat a bit lazy.  Basic magic attacks are one thing, but it would be an massive game-improvement if many attacks like these were dodgeable.  Not sure if it's possible, but considering how ambitious this project sounds, maybe it is.

I'll gladly hold-off our playthrough until there you choose this project is ready for release -- looking forward to this immensely!

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