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Messages - SubZero

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1
I'm surprised no one brought up the insanity plea. Do Dr. Wily's constant ludicrous attempts at world domination seem like the work of a sane man?

2
Entertainment / Re: Transformers: Revenge of the Fallen
« on: July 06, 2009, 02:18:23 AM »
You're missing my point.

Funnily enough, Transformers 2 currently has about the same rating on Rotten Tomatoes as Speed Racer, Speed Racer of course being an awesome movie that unfortunately doesn't pander to the universal critical audience. Critical analysis cannot give you any perception of how fun a movie is to watch, it can only give you a perception of how good said movie is when held up against so-called cinematic masterpieces(Such as Slumdog Millionaire, which I don't care what critics say, that movie was absolutely painful to watch).

I am not offering up a personal endorsement of this movie. My point was that various people have been giving opinions, opinions based only on these/this negative review(s), on a movie that they have not actually seen for themselves.

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Entertainment / Re: Transformers: Revenge of the Fallen
« on: July 05, 2009, 07:48:52 PM »
So let me get this straight... All of you are condemning this movie based off of one person's review, even to the point that you're saying you'd go to fictional extraneous lengths to destroy free tickets to this movie, yet NONE of you with the exception of said reviewer have actually seen said movie?

I don't mean to call all of you sheep, but...

4
Fan Games / Re: Megaman 21XX: Final Version
« on: January 15, 2009, 09:50:13 PM »
I'm just a wonderfully unhelpful person. ;)

But seriously, perhaps I can help you if you give me a little technical system like what system you're running on and what, if any, error message you receive. God help you if you're running on Vista.

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Fan Games / Re: Megaman 21XX: Final Version
« on: January 15, 2009, 03:15:03 AM »
Well i thought i would give this a try since I was bored.

Well my thoughts are not so great. I'm sorry. :(
But it feels so slugglish and unbalanced of sorts in terms of the control and feel of playing. I do not mean that the speed of the program is an issue or anything. Runs fine. I just mean things like how you can't dash-jump + shoot at the same time. (pressing all 3 buttons at once).

Jumping up walls is like real slow, i mean you get hardly any movement, then while dashing on ground normally is fast. And sometimes while dash-jumping, depending on how you do it, you'll move far, or hardly at all.

I don't like how the lifebar is on a bright yellow BG. It should of been black like all the X games.

I could not for the life of me figure out how to open the pause menu. I did setup the controls from the Options screen all the way i wanted, and i pressed every single possible button on my keyboard and absolutely no luck at being able to open the pause menu, or any sort of options-like screen during gameplay.  :\

I don't know, i just don't feel comfortable wanting to really play this. Compared to any of the real X games, the control and movement is all weird and not right. I'm sorry i hope you do not take anything i said the wrong way.
I do very much respect all your efforts, and for this project taking some 7 years.

But this particular fan game isn't going to hold my intrest.

1. The gameplay speed is fully customizable, and so are the controls. So tell me again how this game can feel sluggish in terms of speed and controls?

2. Yes, you can dash-jump and shoot all at the same time. However, depending on your computer's keyboard settings, it won't allow you to press a certain number of keys at the same time. This of course is not tha fault of the game.

3. The lifebar is a different color depending on what character you're playing as, and multiple characters are unlocked during the course of the game if you're so picky about the color. Seriously, did you even bother playing this game for more than five minutes?

4. The menu is accessed by ESC. You know, typically the first key any normally sane person would try, and certainly one they'd try before making the ridiculous claim that they tried "every" key.

5. I didn't work on this project for seven years. I only had it for about six months. Arne had it for the rest of the time. Also, this game was created almost four years ago.

Quote
First of all, organize the files better. It's all lumped together in a single folder! Second of all, when I start the game, I hear the Capcom jingle--but a window doesn't pop up--and then it crashes.

If you'd bothered to read anything beforehand, you might have picked up this little gem of information:

You may also need to put this file named MSVCRTD.DLL in your C:/WINDOWS/System Directory or game folder if the game does not work for you at first:
http://www.dll-files.com/dllindex/dll-files.shtml?msvcrtd

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Fan Creations / Re: MM Fanprojects
« on: December 12, 2008, 01:05:53 AM »
Well, just as a special favor to you my dear Nekomata I have made an official thread here on Rockman Perfect Memories for MM21XX Final. Enjoy! ^_^

http://forum.rockmanpm.com/index.php?topic=527.0

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Fan Games / Megaman 21XX: Final Version
« on: December 12, 2008, 01:02:38 AM »
By popular demand, or rather, the threat of being maimed by Nekomata and the apparent influence she wields around here, I've reposted my 3-year old thread on the final version of MM21XX. Since I'm lazy, most of this will be a repost from the last thread I made of this.

I'm sure that more than a few of you are familiar with Megaman 21XX, often heralded as the best X fangame of all time created by Arne Strout of stroutsink.com, and more recently(Or in this case, four years ago) quit by him.

The game was just short of being finished when he stopped working on it, and although other ultimately futile projects like MM21XX:ME sprang up, they were quickly stopped short as doing so would probably consume even more time than the 7-8 year project had originally been around for.

The main concern was trying to wade through the nightmarishly unorginized source code of Arne's game. Finally, i decided to do just that and at long last(With Arne's permission and some coding help from The Music Guy at alpthois.net) have finished MM21XX for good, based on Arne's original storyline.

Here are the final changes that have been made:

Source code changes made by me:
-You now can actually get every single character on both teams.
-Each of the getting new character sequences now plays that character's theme music.
-There are other, more surprising changes to the new character cinemas... Especially on X's team.
-I removed the test mode and the F12 trigger that played the midgame cinema after beating all the normal bosses.
-All bosses now have custom intro sequences.
-The stage select text has all been modified to actually reflect what is going on in the stage rather than the boss.
-The final boss(Although to be fair, most everyone knows who it is) now has a different theme for his second form, as well as cinemas for both his first form death and his last form death.
-I modified credit times and added the much needed ending and epilogue as well(Which, if you have trouble reading scrolling text, you can slow down by going into options and reducing the speed right after Sigma explodes).
-VS mode, has become a code triggered mode(But you might just find it out somewhere while playing )
-Unfortunately LINX, splitscreen is still in effect as changing it would cause many more problems than it solved at this point.
-Several other minor corrections and cinema triggers were made/modified.

Source code changes made by The Music Guy:
-The refill health cheat has been changed.
-All twelve screen modes are now accesable with the F3 key.
-A new custom camera was implemented by The Music Guy, one that plays exactly like a normal Megaman X game.
-Several other minor modifications.

Music changes:
-Ocelot's level has been changed
-Vile's level has been changed
-The intro cinema music and level has been changed
-The midgame cinema music has been changed
-Both of the Final boss' themes have been modified
-The Final level music has been changed
-The end credits now feature what i believe to be the best Megaman ending credits ever(The original credits theme has been moved to the ending sequence).

Level Changes:
-Gemini Man's level has been changed with the help of some tiles of Omega Zero's
-Storm Eagle's stage is now changed
-Ocelot's stage has been changed
-Vile's level has been changed
-The final boss' level has been changed
-Minor alterations have been made to Fire Beast, Radioactive Roach, Vance, Elen Kreed, and Hard Man's stages respectfully.

Menu changes:
-Pretty much all of the character select pics and some of the cinema pics have been updated.
-Yes, I know Rizzit has some creepy eyes.
-The title and Capcom logo's have been changed.
-Fox's stuff has of course been added in.
-There are also several other minor alterations for you to discover yourselves.

Character changes:
-Dantrag has been replaced by the much better character of Radune

Sprite changes:
-Sniper joe has been changed
-The evil metools, along with getting an HP boost, have been changed into... Well, its a surprise.
-Both of the Final boss' forms have been changed for the better.
-The Oracle sprites have been changed for another little surprise.

Story changes(Warning, this section does contain spoilers):
Like I said, the story is based upon Arne's orignal one for MM21XX. However, in the intrests of concrete plot structure and credibility I had to make some modifications.
-Tokmagon dies in a different way than intended(Originally he died when the Death Rogumer he was on was shot down). To make his motives for and his mistake of resurecting Sigma clear it was essential that I made this change. That and the fact that levelwise, it just couldn't be implemented that way without another stage. This way also adds to alot of the last level tension.
-Vance and Damon are brothers. Although this wasn't specifically stated before, they are both Calri royalty, so it makes since.
-Tosh, originally just a random Calri, is now the ruler of Zion. This was done in order to give Tokmagon a very specific enemy to set himself against, even though Tosh is only talked about offscreen. He is also now Vance and Damon's father.
-All the characters from the original megaman series have been subtley toned down in their involvment, as well as their dissapearance at the end to maintain canonbility(Is that even a word?).

Note: Looking back after three years, I can appreciate how corny the story may be, even based on the one Arne designed.

And here's the Link:
http://alphaios.net/subzero/MM21XX%20FINAL.zip


You may also need to put this file named MSVCRTD.DLL in your C:/WINDOWS/System Directory or game folder if the game does not work for you at first:
http://www.dll-files.com/dllindex/dll-files.shtml?msvcrtd

Manual!!!
Please READ THE MANUAL BEFORE ASKING!!!!
http://www.geocities.com/harpuia225/manual.zip


Also, here's the custom modification to the final version of MM21XX I've being doing on and off for a while. To avoid confusion, I've placed this part in quotations:

Quote
MM21XX Reploid War is a modification for the final version of MM21XX which can be found several topics down. Essentially it will replace all storyline, graphics, characters, music, levels and bosses to create a sequel of sorts to MM21XX, based off of the role-playing game that previously ran on Stroutsink called Reploid War. However, all of the MM21XX game engine in its entirety, including defects, will still be included. All characters and all but two bosses will be merely "skins"(Although there will be cases of a boss of much larger size than its original counterpart).

Therefore, keep in mind that certain aspects of Reploid War will be highly reminiscient in scattered places of its MM21XX Final counterpart.

MM21XX Reploid War will be released in monthly "missions". Essentially, each of these missions will add a new level and new characters to the game by adding additional files to replace previous ones in the core MM21XX Final game files, following X's storyline to start with. To use these, simply follow the directions below:

1. Create a new folder called "MM21XX Reploid War" or whatever you prefer.

2. Copy all "MM21XX Final" files to this folder.

3. Replace them with the files found in the Mission folder downloaded each month.

4. Delete the "MM21XX Final" executable to avoid confusion.

MISSION 1: An Intelligence Problem
http://rapidshare.com/files/58875626/Mission1.zip.html

This replaces the opening level, menu's, music, intro, cinemas, etc. all the way up to the stage select. Essentially, once you get the option to save, this mission is over. This mission also includes X1 armor X and an altered version of Black Zero. Black Zero's techniques are not finished to avoid spoiling later bosses(And you shouldn't be seeing these unfinished techniques anyways if you just play the opening level).

MISSION 2: Enter the Nightman (Includes previous mission modifications)
http://rapidshare.com/files/136648662/Mission2.zip.html

Replaces Legend's stage and appropriate menus and enemies; also, adds Cless as a playable character to replace Protoman on X's team. 

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Fan Creations / Re: MM Fanprojects
« on: December 12, 2008, 12:44:40 AM »
I had no idea. Well, I guess I don't have much choice then, do I?  ;)

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Fan Creations / Re: MM Fanprojects
« on: December 12, 2008, 12:28:34 AM »
To be fair, I didn't choose that forum; I just happened to find that my MM21XX: Final fangame had been posted there by someone else.  :)

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Fan Creations / Re: MM Fanprojects
« on: December 12, 2008, 12:18:15 AM »
Game
Guide

It doesn't look like it was updated... aw... o.o

Hmm... It seems people still don't know that much about me.

Besides the rather furtive work I did back in the day on Megaman: Destiny Gate, a 3D platformer made in Gamemaker(I subsequently stopped working on it after college became so time consuming), I was one of the key individuals working alongside Arne Strout as he made MM21XX, although at the time, that mostly consisted of designing a sprite here and there. However, one day Arne left the project in its current unfinished version and, desiring to finally complete this fangame once and for all, became the new project manager. Working extensively side-by-side with another individual name The Music Guy, we fixed coding errors while I revamped sprites, characters cinemas and plot all based on the original plan outlined by Arne Strout.

The short version of this story is that I managed to create the final version of MM21XX roughly three years ago. Sadly, not many people seem to know as news didn't spread very far once the forum on Stroutsink.com shut down. I guess I didn't make as much effort as I should have to spread the word.

But for you, dear Vixy, I present my opus, written by Arne Strout and preformed by me. The thread even includes a manual and guide written by me.

The final version of MM21XX thread:
http://forums.bobandgeorge.com/viewtopic.php?f=15&t=12314

And here's the link to the Megaman: Destiny Gate thread along with pictures, if you're interested:
http://www.sonicfangameshq.com/forum/showthread.php?t=3921&highlight=megaman+destiny+gate

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^ No, if you knew anything about the Rockman games, 2010 = 20XX, not 200X. 200X would indicate this movie would be released sometime in 2008-2009, hence 200X, where the X hides the precise digit.

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Gaming / Re: Sonic Unleashed
« on: November 24, 2008, 08:18:05 PM »
^ Don't listen to him. It's a silly rumor that's been circling around, but I can already confirm that neither Shadow nor Knuckles exist in either the Wii/PS2 or 360/PS3 versions of this game.

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Gaming / Re: Sonic Unleashed
« on: November 23, 2008, 09:48:00 PM »
Im talking PS2 version. the Apotos Night stage. right before you encounter Tails.

That's what I'm talking about too, genius. The Wii and PS2 versions are identical besides controls, just like the PS3/360 versions are identical.

The "boss" you see in that cinema before meeting up with Tails is a miniboss. One you'll fight about a dozen times later on. You're not missing out on anything.

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Gaming / Re: Sonic Unleashed
« on: November 23, 2008, 07:22:21 PM »
Ugh... For the last freaking time, they DID NOT SKIP A WEREHOG BOSS in the Wii version of the game. If you've made it towards the end of the game in the Wii version, you'd realize that the "Boss" the cinemas don't show you fighting in the Wii version is actually a miniboss that you encounter a number of times throughout the game. They just moved it around to alter the difficulty curve, much like the Wii version gets a miniboss in the second Sonic level that isn't encountered until Empire City in the Ps3/360 versions.

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Entertainment / Re: Heroes: Villains
« on: November 12, 2008, 07:13:59 AM »
Actually, Nathan and Peter believe their father died of a heart attack at the very beginning of Season 1. Then after Peter attempts to fly and ends up in the hospital, Angella "reveals" that their father actually committed suicide. Since its a short hop from lying about an alleged suicide to actually commiting the murder personally, they actually didn't mess anything up with the timeline. Angella was merely lying like she's been doing from the start of the show.

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