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Messages - McKnight

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21
Gaming Discussion / Re: New video game trope: Game Gourmet
« on: February 02, 2018, 04:28:09 pm »
Instead of suggesting them, why don't you go to the trope page and actually add and say some stuff about them?  That's why I linked to it; let's save this thread for surrounding discussion.

I just added all of them myself, except for Superhero League of Hoboken, which I couldn't find anything comprehensive for.  I never played those few games personally, so I'm sure you two or anyone else familiar could consider elaborating on them better than I managed.  (Jorpho, as the one who suggested SLoH, why don't you go there and add whatever you may know about that game's examples and utilization of food?)

22
Gaming Discussion / New video game trope: Game Gourmet
« on: February 01, 2018, 07:28:12 am »

Just launched it the other day:

http://tvtropes.org/pmwiki/pmwiki.php/Main/GameGourmet

Basically, games with all kinds of food throughout with which to feed your characters, including:

-Earthbound
-Paper Mario
-Tales of Phantasia
-Final Fight
-Kid Icarus: Uprising
-Kirby Super Star
-Castlevania: Symphony of the Night
-The Legend of Zelda: Breath of the Wild
-Minecraft
-Grand Theft Auto: San Andreas
-and more!

23
My question was mainly about special effects within regular graphics, just to clear that up.

Like, what separates things like zooming in (SMW, Turtles in Time), the ripple effect (Earthbound, LttP), the 3D countdown number from SNSM, and Earthbound's entire variety of battle backgrounds, from nearly everything that Knuckles Chaotix went out of its way to showcase that the original Sonic trilogy didn't pull off?  Was that all just a matter of available ROMspace and efficiency?

(For the record, I do plan on watching that whole SNES series that Jorpho linked to, before asking on Yahoo if there is anything similar about the Playstation.)

24
Here's the thing, though:

Like, when you think of 16-bit, you normally think of the likes of Super Mario World or Sonic the Hedgehog, much faster, better-sounding, and more colorful than on the NES, some flashiness here and there, but still rather modest overall.  You think of things such effects as for when, in SMW, you activate the file menu, a message appears, you enter a level, or in A Link to the Past, the inventory slides down or up when you pause or unpause the game.  Or, how about the "spraycan" effect in Earthbound when, say, you erase a pencil statue, or when Pokey appears for the final battle?

Here's what I suggested GameHut analyze in Knuckles Chaotix for the Sega 32X, and then some:

The Sega logo: Zoom-in effect's been done on both the Genesis proper and the SNES, although the rippling effect is another story.
-Item box screens: In the original Sonic trilogy, they'd just rise and disappear.  Never saw the "dissolving" effect anywhere else whatsoever, and while rotating is common enough, only Yoshi's Island has done it particularly fluidly; even Donkey Kong Country had only a few frames for things like bananas.
-Your characters and Metal Sonic moving towards and away from the screen as they circle around. (Again, the zoom-in-and-out effect had been done before.)
-The transition effect between segments of the intro stage.  (Giygas did this in Earthbound earlier that year.)
-The Pulsating effect displayed by the word "Pause", a zone screen when selected, etc.
-How much more fluidly the end-of-level signposts spin than in the original Sonic trilogy.
-The way certain items from the bonus stages "burst" into pixels during the following hub segment.
-The way capsules stretch vertically and horizontally in the hub.
-The rising 3D platforms in Speed Slider.
-The way some rings fly towards the screen when you're hit
-How characters shrink or grow when breaking the respective power-up box.
-Some platforms explode into pixels when you step on them, instead of just falling down in tiny segments.

And I'm not even being comprehensive, given how long it's been since I actually played that game.  Having just listed those, though, had any of those things (besides the first two) been in fact done beforehand on the base Genesis or SNES?  I'm assuming not, if Yoshi's Island is the only other 16-bit game I know of to do so.  (Games like Sonic 3D Blast and Donkey Kong Country probably shouldn't count, since those two went above and beyond anyway to push their respective systems' hardware limits.)

But what about, say, Saturday Night Slam Masters, what the Continue number does while counting down?  How did the SNES pull that off?

https://youtu.be/V0RmJhdD2E8?t=10s

In any case, are there any other effects from the Playstation, Saturn, or 32X anyone might recommend I check out?

25
Fixed?  I don't understand.

Like, I know the Super NES did things that the original NES couldn't, with such hardware features as Mode 7, as showcased in certain early games like Super Castlevania IV (see first link below) and Jim Power: The Lost Dimension of 3D (second link).

http://www.racketboy.com/retro/super-nintendo-snes-games-that-pushed-the-limits-graphics-soun
https://www.youtube.com/watch?v=8tN_TPTIrYs

On the other hand, Japan had also seen Rockman & Forte much later on, which attempted similar effects to what I had hyperlinked to from Mega Man 8, but they were a bit watered down in comparison

What did you mean by "fixed", and how does one tell the difference between what the SNES was already capable of and what would've required additional or better hardware? 

Or was it always a matter of ROM usage and the time it took to even partially restore anything, as demonstrated in those videos Jorpho had linked to (and maybe even technically possible even on the original NES)?

26
Basically, how do I tell the difference between what graphical effects the Super NES and Sega Genesis could pull off on their own and what required use of either the Super FX chip, the Sega 32X, or a more powerful system altogether.

In fact, how did the Genesis alone manage such a spectacular sequence with the Sega logo in Sonic 3D Blast, despite everything Knuckles Chaotix managed over a year earlier having had warranted the 32X?

https://www.youtube.com/watch?v=09Dy49xfYRc

Or was it actually a matter of ROM usage or something most of the time?

27
I know I've brought up a similar topic before.

Basically, my brother and I are hoping one day to create an Earthbound-style game, which in turn I hope for it to resemble a 2D 32-bit game.  That idea originated when I listened for the first time to some music from the Rockman Complete Works series, which reminded me of an old friend of mine who used to own a Playstation.  I only faintly noticed back when I knew him, but it occurred to me all those years later how much more vibrant (for lack of a better word) his games sounded than anything we owned at the time for our Super NES or even our Nintendo 64.

So, ignoring Mother 3 for the Game Boy Advance and letting my own planned game stand in symbolically, I've decided that, I figured I could follow the same pattern that Capcom and Konami followed with Mega Man and Castlevania respectively (NES, SNES, PSX).  In addition to better audio, the game should also be much more colorful and graphically more spectacular.  At one point, I made a list of different graphical effects from all different games, but then it occurred to me that half of them were already done by the SNES and Sega Genesis.  A lot of them included text or menu motions already similar to, for instance, the "Game Over" message in The Legend of Zelda: A Link to the Past.

For example, while SMW2: Yoshi's Island does all kinds of things that no other SNES game ever did, and the Donkey Kong Country trilogy also has much more fluid graphics than nearly anything else on the system, there are things Knuckles Chaotix did to boast the capabilities of the Sega 32X, but had already been done on the Super NES.  Even though the way item box screens dissolve after rising isn't one of them, the way your characters and Metal Sonic move towards and away from the screen while circling around has already been done on such early 16-bit games as Super Mario World and TMNT IV: Turtles in Time, and Earthbound (from just the same year) had Giygas pull off that "wavy" effect used for transitions within the intro stage.

At some point, I am hoping to compile everything Yoshi's Island and Knuckles Chaotix had to offer each in a video, just to look over when the graphics are at least presentable.  However, other 2D games I've seen to use similar effects include Mega Man 8, Wild Arms, Suikoden II, Advanced Variable Geo 2, and the still 32-bit-style Freedom Planet

(Titles are hyperlinked, to show you what I mean.  Mentioning because I've noticed that hyperlinks aren't as distinguishable from regular text anymore.)

To sum it up, what was it I'm thinking of that Knuckles Chaotix made a whole point of showcasing?

28
Gaming Discussion / Games with fixed RNGs
« on: October 14, 2017, 07:25:25 pm »
I've just started playing a translated copy of Mother (GBA version) today, and noticed that everything that's supposed to be generated randomly (barring stat raises when leveling up) follows the same sequence of events: What enemies appear in relation to one another and how far apart, what they're gonna do, the outcomes of physical attacks, whether or not Hippies' bullhorns or running away will work.

I've noticed this happen with certain other games before, but chalked it up to resetting on the emulator I played each on compatibility with their RNGs.  However, I most certainly remember this NOT happening with Earthbound when I recorded an aborted playthrough months ago.  I'm not even playing this on an emulator; I'm playing on a Nintendo DS, which does not have a reset switch (and neither does the Game Boy Advance).

If I had noticed this while playing Earthbound Zero on FCE Ultra five years ago, I would in all likelihood have exploited it by selecting Defend whenever someone was due to take a major hit.

How do some games' RNGs just stay where they are when the games themselves get reset or turned off, while others' reset back to where they were from where you last saved?  How did this port of something originally for the Famicom get changed to reset its RNG instead of just letting it roll (or if that was also the case with the Famicom port, how did that change with the NES prototype)?

29
As I would find out, Magia Record actually is available on Google Play, but incompatible with anything by ZTE.

30
Been anticipating the release of the Japan-only Puella Magi Madoka Magica Gaiden: Magia Record for the half-year since it was first announced.  Just had to download and install something called QooApp onto my phone in order to obtain the game.

The game starts up, but when I try to open it through QA, I only get a message saying "This game detects the installation source now, user can't enter the game if s/he didn't download it from Google Play."

Is there some way to enable the use of apps downloaded outside of Google Play?

31
Gaming Discussion / Question about Chao in Sonic Adventure DX
« on: February 28, 2017, 06:09:38 pm »
A few months ago, I was playing Sonic Adventure DX, and I noticed my Chao making these groan-like noises rather frequently, and it occurred to me at some point that they might be sick.  Bought a copy of Sonic Advance 2 in order to in order to migrate Chao from there to Sonic Adventure 2: Battle via the Tiny Chao Garden, to be diagnosed (since there is no Chao Doctor in SADX), but had since left the whole thing alone until a few days ago.

Today, I managed to unlock the Tiny Chao Garden, and migrated three of my Chao to SA2B, only for the Chao Doctor to declare them healthy.

If they actually are in good health, then why do they make these low-pitched noises all the time?

32
Dubbing anything that currently only exists in Japanese.  (Not sure how many of you remember, but I'm the one who used to obsess over Makeruna! Makendou Z.)

33
Gaming Discussion / Re: Super Mario RPG's Music and Humor
« on: February 18, 2017, 01:12:38 pm »
Favorite songs were both of those when you fight Smithy.  Humor, though... not really something I think about.  (Did used to like Geno's reaction to you trying to leave Star Hill without finding the Star Piece there.)

34
Gaming Discussion / Re: Was Starcomi actually a Di Gi Charat game?
« on: February 18, 2017, 05:45:32 am »
How ironic.  The day after I downloaded the .cbz, I had written an entry on LiveJournal, mentioning Di Gi Charat itself as one of "Konami's" more whimsical franchises, and that entry in turn is what led me to watch most of the original anime on YouTube.

Quote from: dmxrated
It was throughout 1997 when I discovered the name, tied with such games as Zombies Ate My Neighbors, TMNT IV: Turtles in Time, Contra III: The Alien Wars, Super Castlevania IV, and Biker Mice from Mars. Given that, the name itself sounded cool and associable with badassery, but that's exactly what's ironic here. While that particular company is also renowned for other franchises like Suikoden, Metal Gear Solid, Zone of the Enders, and Yu-Gi-Oh!, it makes all kinds of games. Cases in point: I mentioned before, having watched [a friend of mine] play Rocket Knight Adventures (mostly comical) on his Genesis once earlier on, but I didn't really pay attention to the legal info or even the title. Meanwhile, Japan has seen various moe franchises such as Di Gi Charat*, Super Gals, and Mermaid Melody Pichi Pichi Pitch associated with it, exactly what Lucky Star belongs with as a franchise.

For full context:

http://dmxrated.livejournal.com/635282.html

35
Gaming Discussion / Was Starcomi actually a Di Gi Charat game?
« on: February 17, 2017, 06:34:46 am »
Recently, I downloaded a .cbz of Nintendo Power volume 143, which I had read before, specifically to look up this screenshot of a game called Starcomi (Star Communicator).  Back in 2001, when I actually had a subscription to NP, I had noticed the title twice when the Game Boy Advance was officially announced, but with screenshots that looked nothing like the same game.

Here is what looks everything like the original Di Gi Charat anime (which I hadn't heard of at the time):

https://www.dropbox.com/s/914uf4e0y6gfync/Screenshot%202017-02-17%2006.24.28.png?dl=0

Today, out of curiosity, I decided to see if that game actually was ever made, and found a copy on eBay.  It looks exactly like the other screenshot I had seen before in NP, but nothing like what I just linked to above, nor does the box art feature anyone from DGC.

http://www.ebay.com/itm/Starcom-Star-Communicator-Konami-2001-Game-Boy-Advance-AGB-P-ASKJ-RK245-J1-C-/142260777907?hash=item211f6733b3:g:q5kAAOSwpDdVARv7

Were both games the same game, or was the DGC game actually a different game that the NP writers used the wrong screenshot for?  (I am aware of another Di Gi Charat GBA game, called Digi Communication, whose title suggests that Starcomi is in fact a spinoff of DGC.)

36
Earthbound, upgraded with an MSU-1 chip.

Here are some good songs to utilize, if you can get permission (or if the owners don't reply to any request to use them):

The title screen (Everything afterwards is kinda lame, though.)

Onett, Twoson, Threed (post-zombies), and Fourside

Paula's theme

Battle Against a Machine

37
So, this first came to my attention in another thread I started, but I have noticed that Nintendo, in fact, isn't hosting that many third-party games on the Wii U or 3DS Virtual Console, even though there are still plenty on the oroginal Wii VC.  Most of its third party games are from Capcom or Konami, except for the Game Gear (all by Sega).

I know there's nothing anyone can do about it, but it still strikes me odd.  Might anyone here have any explanations for this?  (I do know, though, that licensing is something of a hassle, even though I don't know what it actually entails.)

38
Gaming Discussion / Re: Suggestions for fun, classic MS-DOS games
« on: August 06, 2016, 05:52:25 am »
What a coincidence!  I just came back here today after attempting to play Tiles of the Dragon on an online version of DOSBox.

http://playdosgamesonline.com/tiles-of-the-dragon.html

Might you know how to get the game to actually run, instead of encountering Runtime error 202?

39
Gaming Discussion / Re: What game is this screenshot of?
« on: July 12, 2016, 09:04:02 am »
Alright, then.

So, not really familiar with that game, and strategy games in general don't actually interest me.  But, does anyone know her name or anything about her?  Just want to add her to TV Tropes: Beehive Hairdo (the reason I copied that other image onto my computer in the first place).

40
Gaming Discussion / What game is this screenshot of?
« on: July 12, 2016, 07:23:31 am »
For some reason, where I found this pic, it said Forge of Empires, but that can't possibly be it.  I even googled that, and none of the characters that came up under Images looked anything like the one linked below.

https://www.dropbox.com/s/5kwgsz252fwso01/Forge%20of%20Empires.jpg?dl=0

(Gonna remove it from Dropbox soon as someone tells me, so be sure to save it now if it appeals to you.)

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