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Messages - McKnight

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61
Gaming Discussion / Re: How should I go on about creating an indie game?
« on: December 20, 2013, 06:50:06 pm »
In that case, I suppose I should commission people on Deviantart for stuff like music, graphics, and animations, and then piece it together myself the best I can.

Yeah, I think that's what I'll do, once I have money to commission people with.

62
Gaming Discussion / How should I go on about creating an indie game?
« on: December 20, 2013, 06:00:37 pm »
At some point, I would like to create two RPGs similar to Earthbound.  As it stands, though, I currently don't have a job, which means I can't make money fast enough.

Of course, this is why we have Kickstarter.  However, right now, I don't know what kinds of stuff I should offer in exchange for funding.

And, once I do get funding, another issue will be finding people to work on different parts of the games.

Can anyone give me tips on how to go on about a Kickstarter campaign and how to find different people to work on the games with me?

63
Gaming Discussion / About offering physical rewards through Kickstarter
« on: September 09, 2013, 10:38:32 am »
I was just shown Keiji Inafune's Kickstarter campaign for Mighty No. 9, the Spiritual Successor/Licensee to Mega Man, yesterday.  Here's the link in case anyone's interested:

http://www.kickstarter.com/projects/mightyno9/mighty-no-9

One thing that confuses me, is how anyone can afford to create physical rewards such as plushies, player's guides, boxes, manuals, etc., without spending the money they get for it.  That kinda defeats the purpose of raising said funds, which is to create the main product.

I'm guessing the obvious answer would be to charge more than it costs to make.  Right?

64
Someone should hack Space Station Silicon Valley to fix that glitch that prevents you from collecting one of the treasures.

65
Thanks.

66
Would you like one of us to do the translation for you and send you the file? (just don't post it here lol)

If it means I'll be able to play on Macintosh, sure!  Can't do Windows, because both PCs that I have are somewhat choppy.

Ditto for the SFC version of Rockman & Forte (either patch for that one is fine).

Please send both games to ledgereric2@gmail.com, okay?

June 10, 2013, 02:33:25 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
While still awaiting the translated ROMs, I tried downloading Beat myself, from this site, but even on Windows, it only downloaded as a .7z file that Windows is unable to open.  Did I do something wrong?

67
Okay, I'll do that.

There's still an issue with patching programs I forgot to mention.  I downloaded *two* IPS programs that are supposed to work on Macintosh, but when I tried opening them up, all I got was nothing but garbled text.

Does anyone know which program in particular I'm supposed to use to patch ROMs on Mac?

68
Was just on my macbook trying to apply the translation patch for Rockman 7.  There, it downloads as a VLC file.  It does download as a regular translation patch on my main computer (Windows), but for some reason, Lunar IPS can't be started up even when I freshly download a new copy.

How do I apply the translation patch for Rockman 7?

69
So, in Earthbound Zero, there are only four battle themes anyway: Flippant Foe (against relatively weak enemies), Dangerous Foe (against stronger enemies), Hippie Battle (against Hippies, vehicles, and membes of the Bla Bla Gang) and the one exclusively for Giegue.  Not too complicated, even though certain enemies should logically have Flippant Foe (like Skunks) or Dangerous Foe (such as Fireballs or Bombers).

In the other two games in the trilogy, though, it's a lot more complicated.  Here's the entire key, and let's take a look at everything based on what they are:

Animals: Some of the smaller, weaker, and/or more introductory ones have either Weak Opponent or Weird Opponent.  A few larger and stronger ones have Weird Opponent, while a few others in general have Mobile Opponent.  Arachnid enemies, Gigantic Ants, and Deadly Mice have Unsettling Opponent.  And then there are a few with Battle Against Belch, which consist of Mostly Bad Fly (a recolor of No Good Fly) and the following group:

Aquatic animals: Armored Frogs have Mobile Opponent, and Plain and Tough Crocodiles have Weird Opponent, while Hard Crocodiles, Zap Eels, and Manly Fish have Battle Against Belch, while Manly Fish's Brothers have Sanctuary Guardian (probably to emphasize and "Ohhhh, shit!" feeling).  Kraken and Bionic Kraken have Kraken of the Sea, which they share with certain other enemies.

Humans: Different battle themes, depending on who you're fighting.  That even includes the Sharks as a subgroup.

Undead: Most have Unsettling Opponent, although Farm Zombies have Weak Opponent (despite not being actually weak) while Shattered Men have Sanctuary Guardian (despite not being as dangerous as that song would imply).  Smelly Ghosts, meanwhile, have Mobile Opponent, even though Stinky Ghosts have Unsettling Opponent, and Evil Elementals have Kraken of the Sea.

Plants: Mushroom enemies have Mobile Opponent, Demonic Petunias and Hostile Elder Oaks have Unsettling Opponent, and others have Weird Opponent.

UFOs: Li'l UFOs and Cute Li'l UFOs have Weird Opponent, while Beautiful and High Class UFOs have Battle Against a Machine.

Robots: Usually have Battle Against A Machine, except for Frankystein Mark II (w/ Unsettling Opponent), Sentry Robots (w/ Weird Opponent), the Clumsy Robot (w/ Otherworldly Foe), and the four that explode (w/ Kraken of the Sea).

Objects: Usually have Mobile Opponent, although Worthless Protoplasms have Weak Opponent and Enraged Fire Plugs have Weird Opponent.

Psychedelic enemies: Kisses of Death, French Kisses of Death, and Loaded Dice have Weird Opponent, while Dali's Clocks, Tangoos, and Mr. Molecules have Mobile Opponent.  Ego Orbs, meanwhile, have Unsettling Opponent.

Aliens: Mostly have Battle Against a Machine, except for Foppies/Fobbies (w/ Mobile Opponent), the Dept. Store Spook (w/ Unsettling Opponent), and Evil Eyes (w/ Weird Opponent).  All Starmen have Machine, except for the Starman Jr., which has Otherworldly Foe (being the first boss in the game).

Fiery enemies: Soul Consuming Flames and Carbon Dog have Sanctuary Guardian, while Psychic Psychos and Major Psychic Psychos have Unsettling Opponent.

Electrical enemies: Mostly have Battle Against a Machine, except for the few bosses who fall under this.

Blobs: Always have Battle Against Belch, without exception, although they do share that theme with other enemies.

Dinosaurs: Wetnosaurs have Kraken of the Sea, while Chomposaurs have Battle Against an Unsettling Opponent.

Bosses: The ones guarding the plot coupons that Ness is after usually have Sanctuary Guardian, except for Thunder & Storm and Electro Specter (who both have Kraken of the Sea).  That theme, though, is one they share with the Guardian Diggers, the Guardian General, and certain minor enemies in the game.  Five other bosses have Battle Against an Otherwordly Foe, a theme which only they have: the Starman Jr. is the very first boss Ness fights in the game, and Carpainter and the Mani Mani Statue (which Ness fights twice, later as Ness's Nightmare) have significant plot roles throughout the game, but the Clumsy Robot seems to just have it randomly.  I know that one was guarding Monotoli's Office where Paula is held captive, but it still isn't nearly as significant as the other four.  Frank has his own theme, which he shares only with New Age Retro Hippies.  Frankystein Mark II, Boogey Tent, and the Dept. Store Spook have Unsettling Opponent.  Everdred has Mobile Opponent.  Mini Barf, Master Belch, and Master Barf have Battle Against Belch, comprising exactly half the sludgy enemies in the game.  Kraken has Kraken of the Sea, which it shares with certain other enemies.  The Starman Deluxe, being a Starman, has Battle Against a Machine.  And then, there are Giygas and Heavily Armed Pokey, which have their own battle themes, being the final bosses and all.

In all, I can't seem to make complete sense of all this, what constitute exceptions within a group or which enemies have a given song outside a group.  The names of the songs aren't all that reliable either; I mean, the Clumsy Robot is not exactly "Otherworldly", and Kraken of the Sea, as we already know, does not apply exclusively to Kraken or Bionic Krakens.  Not to mention that recolors of the same enemies also tend to have different battle themes.  Don't get me started on Mother 3, although I will also welcome any info on that.

Can anyone make more sense of any of this than I'm able to?  Or do some of you think that it's just completely random, aside from what's obvious?

70
Gaming Discussion / Re: How do I play 32X games on Mac OS X?
« on: March 25, 2013, 03:04:22 pm »
Thanks.  I'll be sure to try it out next time I get the urge to play something.

March 26, 2013, 08:16:15 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Ohhhh, I see what the deal was now!  The menu bar was at the top of the screen, instead of at the top of the emulator window.

71
Gaming Discussion / Re: How do I play 32X games on Mac OS X?
« on: March 25, 2013, 06:50:16 am »
But Kega Fusion has a menu....

Not sure whether you're on Windows, Macintosh, or whatever else, but I'm on Mac OS X, and for whatever reason, nothing I download to it has a menu, unless it starts out hidden and you're supposed to press some key to un-hide it.  I don't understand.

72
Gaming Discussion / Re: How do I play 32X games on Mac OS X?
« on: March 23, 2013, 06:07:31 pm »
Just downloaded both 32X emulators there, and neither of them are compatible with 32X games.  On Mac, I'm supposed to select the ROMs first to open with the emulator, as opposed to opening the emulator and selecting a ROM through there.  I tried opening up the ROM, and the menu wouldn't let me select Kega Fusion.  It did let me select Genesis Plus, but nothing is actually displayed once I open the emulator.

I'm guessing this has something to do with the BIOS, no?  I know how to plug those in for a Windows-based emulator, but like I said, Mac-based emulators don't have menus.  That's why loading ROMs on them differs from on Windows-based, but does anyone know how to plug in the BIOS with Mac-based?

73
Gaming Discussion / How do I play 32X games on Mac OS X?
« on: March 23, 2013, 04:43:30 pm »
Just attempted to play Knuckles Chaotix on my macbook, and the only emulators that even remotely worked were Kega Fusion and Genesis Plus.  That is to say, the emulators themselves opened up, but I couldn't play anything on it, not least of all because unlike on Windows, emulators on Macintosh tend not to have menus, which means I don't know how to apply the 32X BIOS.  I tried running the ROM itself same way I was able to run certain NES, SNES, and GBA games, but no such luck.

Can anyone please help me out here?

74
Knuckles Chaotix, but with Tiara Boobowski instead of Mighty.

For those of you who don't know (and most of you don't), Tiara was going to appear in Sonic Xtreme, which got cancelled.  Here's an archive of fanart of her:

http://www.deviantart.com/morelikethis/150782298?view_mode=2

Info: http://sonic.wikia.com/wiki/Tiara_Boobowski (Please ignore any images of her wearing anything other than a sports skirt and top.)

75
Gaming Discussion / Re: Different levels of sound quality
« on: January 31, 2013, 08:59:53 pm »
After thinking about it somewhat, I think I might just be starting to understand things here.  Correct me if anything below is erroneous, but here goes:

Going all the way back, we start with vinyl records and 16mm film, both of which came long before video games and were designed to produce audio and video as were written onto them, albeit with somewhat fuzzy quality.  Theoretically, for instance, it would be possible to create a film version of Kanon if anyone even cared, albeit with problems such as that black stuff known to line each work.  Only thing was, coloring was often expensive when film was in use, and there were no computers or synthesizers at the time.

The problems that existed with film and records is exactly why VHS and cassette tapes were invented later on and became the standard medium for movies and music respectively.  The nature of video games, however, could not mesh with the way those two media worked, which is why they were written instead onto cartridges (for consoles) and floppy and hard disks (for computers).  Of course, those media did not work the same way as records, and instead had to specify through game code which chips in a given system's chipset to activate for each note in a given song.

Compact disks are the medium that eventually solved both problems, being an improved version of the vinyl record, having the same visual capabilities of floppy and hard disks, and not running on a strip that eventually runs out.  This is what eliminated the need for chipsets and allowed any kind of audio, especially voice acting (which was much harder to pull off extensively on cartridge games), to play pretty much without limitation, even if the graphics were still limited by the console's hardware that the game was designed for.

With that all said and done, even though it would obviously be impossible to play a PlayStation 3 game on the original Playstation, it would theoretically be possible to write something like Rosenkreuzstilette (released in Japan for Windows at the end of 2007) onto a CD and, with the right kind of hacking, actually play it on the PSX.

Am I mistaken about anything?

76
Gaming Discussion / Re: Different levels of sound quality
« on: January 31, 2013, 04:19:20 pm »
I guess Redbook it would be, then.  More advanced than what most cartridge-based platforms are capable of, but not more so than I'm aiming for, thus fitting the patter I'm looking for: 3rd-gen, 4th-gen, and then 5th-gen.  (Or, the equivalent with handheld consoles would be 5th, 6th, and then 7th, with the Game Boy Color, the Game Boy Advance, and the Nintendo DS respectively.)

77
Gaming Discussion / Re: Different levels of sound quality
« on: January 31, 2013, 02:26:25 pm »
To everyone who's posted here so far, thanks for all the information and links.  However, I believe I should remind everyone that this was never specifically about NES-type audio.  It was about emulating the sound capabilities of any console of one's choice, depending on how retro they'd want their work to feel. 

I would understand if this thread has led people to ask personally about mimicking the 8-bit style.  However, going back to my previous reply, what I specified was something based on Earthbound*, but superior to both that and Mother 3 as far as both audio and visuals go.  I chose that, because such a thing would be a nice (albeit non-canon) addition to the history of Earthbound

Let's recap what was: The first game, of which the North American version was eventually dubbed Earthbound Zero after being cancelled for the American market, was an 8-bit NES game.  The second game, that being Earthbound itself for the Super NES, marked the straightforward transition from 8-bit to 16-bit.  The third game is where things get a bit more complicated: As Earthbound 64, it was originally going to be the 3D game of the trilogy, initially planned for the Nintendo 64 DD, and then the Nintendo 64 itself after the DD bombed, before being cancelled for years to come.  Eventually, it was revived as Mother 3, and and was successfully released for the Game Boy Advance.  However, while the game itself was more than decent, and while everything was more animated than in the previous games, not only were the graphics were still "dry" (for lack of a better word), and the sound quality was inferior to Earthbound (most noticeable when you hear jingles that originated on Earthbound), though that's to be expected of anything for the GBA.  And now, we've got the unofficial Mother 4 in the works, but the graphics are obviously based on those from Mother 3.

For comparison with both visuals and audio, first check out both Earthbound and Mother 3, and then compare it to the likes of Magic Knight Rayearth (Saturn), Suikoden II (PSX), Castlevania: Rondo of Blood (TG-CD), Chip-chan Kick (PC-FX), Pokemon Platinum (DS), or even Zelda CD-i.  You'll notice that everything in the latter set sounds richer and looks glossier and more fluid than the Super NES and the Game Boy Advance would be able to handle.  However, even as versatile as CDs are, while I haven't verified yet, I do believe that, like with graphics, the systems that each of those games were made for still aren't as powerful with audio as anything that reads DVDs, such as the Playstation 2 or the Xbox.

(*I mentioned "something based on Earthbound" in this post.  The game in question isn't actually related in-universe to Earthbound; I only plan on it to have the same game engine and general atmosphere of that game.  I'll go more into what it actually will be if anyone's interested.)

78
Gaming Discussion / Re: Different levels of sound quality
« on: January 30, 2013, 09:57:29 am »
Quote
I'm not exactly sure what you're after.

Well, suppose I would like to create something that plays like Earthbound, but with enhanced graphics, animations, and audio (while still in 2D).  In other words, what that game might have looked and sounded like on something like the Playstation or the Nintendo DS.

79
Gaming Discussion / Different levels of sound quality
« on: January 29, 2013, 09:56:44 pm »
Just been listening to different songs from the Rockman Complete Works series, and while the remastered PSX versions of each song is pretty cool on its own, them being combined with the original NES graphics and sound effects is kinda awkward.

But anyway, let me list different levels of sound quality and examples of consoles that they apply to:

1) Atari age (examples: Commodore 64, Atari 2600)
2) 8-bit (ex: NES, Game Boy, Atari Lynx, Virtual Boy, Wonderswan, Neo Geo Pocket)
3) 8-bit, but with more hollow quality. (Some of you will have noticed this with Sega's Game Gear and Master System, compared to level 2.)
4) "Buzzing" 16-bit (such as the Genesis, the TurboGrafx-16, and most 8-bit-era arcade games)
5) The Game Boy Advance has a lot more texture than level 4, and is even capable of orchestrated music, but is still inferior to:
6) The Super NES.  Try comparing any two games that it has in common with the GBA, such as Contra III: The Alien Wars.
7) The Nintendo 64.  Take Legend of Zelda: Ocarina of Time, for instance, and compare any song it has in common with A Link to the Past.  Not subtle.
8 ) The Nintendo DS and CD-based consoles such as the Playstation, Saturn, CD-i, TurboGrafx-CD, and the PC-FX.  Listen to anything from Snowboard Kids Plus for the PSX, and compare it to its N64 counterpart.
9) Everything afterwards.  (Never really compared the sound quality of anything 6th-gen or onward to anything from earlier on.)

Similar to how the developers of Mega Man 9 and 10 pulled off level 2, and those of Contra Rebirth and Castlevania Rebirth pulled off level 4, in case I decide to try creating video game music in the future, does anyone know of any kind of program that could help me filter a song down to a particular level after I compose it from scratch (or at least how I might be able to pull such a thing off)?

(Also, feel free to elaborate further on the above list if anyone cares to.)

80
Would someone hack just about all Pokemon games so that AI-Trainers are actually bound to the same rules you are?  In general, The Computer Is A Cheating Bastard just about everywhere, but especially in the Stadium games and the Battle Towers, Frontiers, and Subway.

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

It really sucked to learn in one of my favorite parts of the games, the Battle Towers and Frontiers, the computer manipulates the Random Number Generator in their favor as you progress, so that your attacks miss more and more frequently while theirs have more of a chance of hitting or having a secondary effect than they're supposed to.  This is the final reason I stopped playing the games, on top of a whole bunch of other reasons.  Upping the ante is one thing, but when I'm playing something like this, I damn well expect my opponents to fight honestly.

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