Advanced Search

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Seph

Pages: [1] 2 3 ... 92
1
General Rotors / Re: SER Death Theory
« on: February 11, 2015, 12:59:36 PM »
Okay, so Sz! I'm interested in at least talking about this supposed renaissance. What exactly would you do with the board? Even moreso, what identity would this thing have?

2
General Rotors / Re: SER Death Theory
« on: February 11, 2015, 12:58:18 PM »
I've tried to join other forums (my most recent attempt being the rather odd and also-insular RPG Maker Web forums) but I just fail to get too engaged with them. It's just super-hard to integrate yourself into a community; there's all these unspoken rules (tip of the hat here to Matt THE YAK) and you're sort of used to being the one that knows them all. And when you don't, you feel stupid and self-conscious. Or at least I do.
Yeah, I guess communities can get too wrapped up in themselves and BURN THE OUTSIDER KILL THEM. Given that you're calling me out specifically here, I'm assuming SV may have done this to you, and I apologise. If it's any consolation, SVMB has been dead for months so I guess you showed us in the end :P

Noooo nonono I was saying you said something like that previously in the topic. I actually never went to Sonic Vegemite! I'm sorry it's no longer active =(

3
General Rotors / Re: SER Death Theory
« on: February 07, 2015, 02:15:00 PM »
I wanted to jump in and say a couple of things.

Hello Kulock! I think I may have expressed this before, but I want to say I'm really sorry for being an insufferable little shit during your tenure as site admin! I actively hope you're having a good life and are moderately-to-insanely successful in your day-to-day activities!

Quote
So the only reason I can think to answer the original question is that people left because this isn't the Moogle Cavern, whatever the Moogle Cavern was, and once we got over the shock of the "sudden death" of that Moogle Cavern, Kulock's eventual assumption proved almost true, that folks would find some other place to be. But yet, there's still a few of us stragglers. A lost soul, in my case.
^ This pretty much. I've tried to join other forums (my most recent attempt being the rather odd and also-insular RPG Maker Web forums) but I just fail to get too engaged with them. It's just super-hard to integrate yourself into a community; there's all these unspoken rules (tip of the hat here to Matt THE YAK) and you're sort of used to being the one that knows them all. And when you don't, you feel stupid and self-conscious. Or at least I do.

I probably have more to say but I didn't expect to find this serious-business topic here full of nostalgia and intrigue and I have to get ready for something. Until moderately later, my friends~

4
General Rotors / Re: Super Mario Bros. 3Mix -- my narcissistic post
« on: July 25, 2014, 02:20:27 AM »
I remember reading a while ago that they wanted to do Yoshi in an NES game but the NES couldn't really take it, so they waited until the SNES. I never really understood why that was the case, but maybe I just don't know how weak the NES is.

Yeah, this gets around, and I think it's essentially nonsense. Yoshi fundamentally isn't all that complex an idea. HOWEVER, what may be the issue is the limited graphics space available to the NES.

Trying to be as succinct as possible, the "memory mapper" that SMB3 used, the MMC3, allowed for the sprite graphics area to be broken up into 4 dynamic windows. In SMB3, they use the first quarter for player sprite graphics, the second quarter for common on-screen graphics (score pop-ups, power-ups, etc.) The third and fourth are largely left up to context. Some enemies are coded to use the third bank for their graphics, and others the fourth. Usually a related set of enemies (e.g. overworld enemies, fortress enemies, etc.) are coded to use the same quarter. When I did my Yoshi, I consumed the third quarter bank. Obviously this puts a fairly specific limit on what other sprite graphics (i.e. enemies) will be available on-screen. It's not really a strict design constraint, but it does mean a level needs to be built to support Yoshi, and he can't be arbitrarily inserted.

So, we can put it this way -- the SMW way of having Yoshi for as long as possible going level-to-level wouldn't work in SMB3 without putting a severe restriction on available sprite graphics. However, doing it the NSMB Wii way where Yoshi is only available in the level and is kicked off afterward works pretty well. And that's the way I did it.

There are other NES "memory mappers" that might do a better job at this. But in any case, as long as the design is considered from the start, "Yoshi" is perfectly feasible in a Mario game. There's no hardware reason you couldn't have a Yoshi at least as good as SMW. Mine certainly has room for improvement to get to SMW level, but I only took it as far as I felt was necessary to get the point across.

This post was very interesting and was a joy to read. I love reading the in-depth discussions about stuff like this.

Also, congratulations on your fame and for the project itself! You deserve all the kudos you get.

5
General Rotors / Re: Super Mario Bros. 3 vs. Super Mario World
« on: April 24, 2014, 09:52:34 AM »
I always thought Super Mario World was more fun than Super Mario Bros. 3. Not sure why, but I guess it felt more adventure-y to me, despite a lot of its mechanics being from SMB3.

6
Huh. This is an unexpected development.

7
Damn David, I had no idea the Sonic community went that far back. I didn't even know about Ratman's site until five minutes ago. That's so interesting.

8
General Rotors / Re: Good god... This place is STILL HERE!
« on: April 16, 2014, 02:46:04 AM »
I thought I posted in here. Yo Hedges.

9
Oh man. Matt the Yak!

10
General Rotors / Re: Is there a central Sonic fangame scene anymore?
« on: March 27, 2014, 06:50:23 PM »
Holy crap I have got to pick up Freedom Planet.

11
General Rotors / Re: Which is your least favorite version of Pokemon?
« on: March 27, 2014, 02:14:40 AM »
The secret hideouts were a cool idea with a terribly flawed execution.

Yeah, that's about right.

12
General Rotors / Re: Is there a central Sonic fangame scene anymore?
« on: March 27, 2014, 02:13:10 AM »
I will shamefacedly admit I was also part of the group that said "If you're not coding it you're not really making it." Obviously I've made a complete about-face on that front.

Yeah man, GameMaker is supposed to be pretty legit and they're coming down on their prices too lately so there's that.

Also Blaze, that looks pretty cool! I can't find any info on Nakiti Generations though, is there a webpage for it or is it just something Diablohead is going to release and advertise when it's done?

13
General Rotors / Re: Best Sonic hoax of 2014
« on: March 26, 2014, 08:24:33 PM »
Wait, I've changed my mind. It IS the best hoax of 2014.

14
General Rotors / Re: Best Sonic hoax of 2014
« on: March 26, 2014, 07:38:50 PM »
I don't buy it. His bottom spine is one pixel off. 0/10 would not view again.

15
General Rotors / Re: Which is your least favorite version of Pokemon?
« on: March 26, 2014, 04:19:08 PM »
I like how they did secret hideouts in DPP actually. The underground and all of that was rad as hell.

16
General Rotors / Re: Hey, Archaemic.
« on: March 26, 2014, 04:18:14 PM »
That actually makes a lot of sense. The vsync being the issue, I mean, not their reasoning for it.

17
General Rotors / Re: Is there a central Sonic fangame scene anymore?
« on: March 26, 2014, 04:00:09 PM »
Nah, Clickteam products are irrelevant these days and I don't know if I have the free time to learn something like Unity or Game Maker. Although I've been getting the itch to get back into it.

As long as the Clickteam stuff supports the current Windows, it's not so irrelevant. I'm working with RPG Maker for my commercial game, and while we aren't selling it yet, no one who has played the beta or tried the demo has ever been like, "Ugh, RPG Maker."

People are a lot less picky about what you use to make something cool than we'd think.

18
General Rotors / Re: Is there a central Sonic fangame scene anymore?
« on: March 25, 2014, 02:34:44 PM »
That's all so interesting. Mega-congrats to Rlan especially.

Do you do anything with your old game-making experiences, Ed?

19
General Rotors / Re: Hey, Archaemic.
« on: March 25, 2014, 02:32:09 PM »
Really? On my PSP every time an ability would cast everything would slow to a crawl, and sound would become de-synced. It was terrible. From Archaemic's notes in that topic, it looks like it might have been done for the sake of multiplayer.

20
General Rotors / Re: Hey, Archaemic.
« on: March 22, 2014, 10:29:38 AM »
Shit son. Gotta mod my PSP. I always said I'll never do it unless it meant getting FFT to work, and now I can finally play WotL without the lag? Here goes nothin'.

21
Statikk? Wow, that's a name I haven't heard in forever.

22
I officially have no clue who you are, brainduster. I feel like I should too since you only just changed your name since like November (looking at post history) but I can't place it.

23
General Rotors / Hey, Archaemic.
« on: March 19, 2014, 11:55:54 AM »

24
General Rotors / Re: Tonight is going to be a special night.
« on: March 17, 2014, 07:18:31 AM »
Poor King Kai T_T

25
General Rotors / Re: Which is your least favorite version of Pokemon?
« on: March 16, 2014, 03:45:27 PM »
See, that's what I'm thinking happened -- I loved RSE because it was my first generation, and I was like OH MAN POKEMON IS SO COOL AND FUN.

I did like a lot of the RSE designs though, you can go eff yourself! Nosepass and Spoink 4eva

Pages: [1] 2 3 ... 92