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Messages - Zan

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26
Entertainment / Re: Crafting the Sun
« on: July 30, 2016, 12:57:02 PM »
Kindle also works for PC:

http://www.howtogeek.com/howto/9192/read-kindle-books-on-your-computer-with-kindle-for-pc/

"If you’re holding off on buying a Kindle and want to get a feel for how it all works, Kindle for PC is a good way to get started."

27
Entertainment / Crafting the Sun
« on: July 28, 2016, 08:05:49 PM »
Hello fellow RPMers,

I'd like to take a moment to present a novel:

Crafting the Sun by Sophia J.H. Teh

Now, this is a book I've helped edit from its conception. After several years of works it's finally published, but in dire need of an audience. In today's saturated market, it's very easy to get lost among the crowd. So on behalf of the author, let me spread the word!

If what you're looking for in a story is compelling twists and turns with realistic characters chock-full of development, then definitely check this out.

Furthermore, the rich and fantastical future setting it takes place in is very reminiscent of MegaManX, with sentient robots and whatnot, but greatly expanded upon.

Hopefully that all sounds compelling to you. I'll let the tale speak for itself. It won't dissappoint!

28
Gaming / Re: Mighty No. 9
« on: July 24, 2016, 02:48:15 AM »
No Ray Race Stream today. Life got in the way.

In other news: Hyper mode is tough!

29
Gaming / Re: Mighty No. 9
« on: July 17, 2016, 02:10:28 AM »
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Especially the section where you have to drop down using Avi's power. the spikes have a fairly unforgiving hitbox, and momentum is a [sonic slicer], ESPECIALLY with Avi's power. I had to abuse the mid air momentum shifting that spamming transform gives you to get past it.

Know your dash range. And rely on your airdash with Avi activated. There's no real need to maneuver the d-pad there.

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then there's that part with the platforms above the spikes. where it wants you to both use weapons to hit switches ABOVE you, while dealing with enemies hanging from the ceiling in front of you, who knock you off the platforms into the spikes, which follow the Megaman 1 rule.

Brandish the whole section. You'll hit the switches, reflect the projectiles, and feel cool while defying gravity.

Alternatively: Battalion.

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This game is poorly optimised malware. I didn't have fun at any point while playing this game (mostly because the framerate on my laptop just added to the frustration) and I don't want to go back to it.

I can't believe there are people willing to defend this game though.

Street Fighter V gets flagged by Avast all the time, crashes on the dot of 15 minutes whenever Wacom Tablet drivers are running, and lags out your opponent with roll-backs because it's too taxing on the CPU and GPU.

I found ways around the former two. Do I fault the game for the latter? Hell no.

And you're saying MN9 has framerate issues? Get a better rig. Like seriously.

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Ray mode

Haven't made much progress into Ray mode yet because of a Cease & Desist order from Objection Man. Next saturday we'll be racing that on stream. At least if everything goes according to plan.


30
Gaming / Re: Mighty No. 9
« on: July 11, 2016, 03:08:03 AM »
I still have to wonder what the hell they were really doing between 2015 and 2016, especially such a late release in 2016? I get that Red Ash, Recore and other stuff like the Deep Silver publishing deal probably tied their hands in various ways, but it's like they 'finished' MN9 and then just said "okay everyone drop what you're doing and let's work everything else out." That extra year's worth of time could've easily been spent fixing bugs, improving the various ports, and other things.

Because MN9 was ported to everything under the sun simultaneous to its development, little to no changes were made after the core product saw completion. The workload for a minor change would've multiplied for every version in existence. Inafune has openly acknowledged this problem after release.

31
Gaming / Re: Mighty No. 9
« on: July 10, 2016, 11:55:56 PM »
Hmm would you think a power-up shop like MM 7-10 be a good addition?

A power-up shop would be a great way to replace the current power-up system actually. Have Beck collect the different Xel colors to spend on three different categories: speed, power, life.

32
Gaming / Re: Mighty No. 9
« on: July 10, 2016, 11:45:06 PM »
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which sure as heck isn't random

Not random, yes.
It's just all sorts of useless when a struggling player can't really use it.

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Are those the vanilla PC graphics or did you use a post-processing injector like ReShade or Sweet FX?

ReShade/SweetFX. It's over-saturated, yes, but that will boil down to further tweaking and preference. The increased vibrance is definitely a plus, though. Just compare it drabness of the actual Pyrogen stage. It's hard to tell there's anything but grey in there.

Let me upload a comparison (see attachment).

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- Remove the MM1 invincibility frame issue with 1-hit kill traps
- Checkpoints for Countershade's stage, perhaps a checkpoint for each time you subdue him when you're pursuing him
- Actually explain the crouch dash in the intro stage and have the levels actually require the player to use it instead of always having the player "squeeze" through gaps automatically in levels, this way players can familiarize themselves how to use it to avoid hazards like the one in Dynatron's stage and dodge certain attacks

Agreed on all points.

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I was expecting the stumble to only be a little story-telling mechanic to tell me that Beck wasn't exactly an experienced fighter, but it stays the whole game and can unexpectedly slip you up at the worst times, like landing on a ledge with any amount of forward momentum causing you to stumble off by accident. When the core game you're ripping off is designed around tight, responsive controls, taking control from the player as an inherent game element sucks.

Ray doesn't have it, so here's hoping toward its removal in a sequel.

33
Gaming / Re: Mighty No. 9
« on: July 10, 2016, 03:24:24 PM »
I've been enjoying MN9. It's different from MegaMan, but not in a bad way. See, I actually like the dash mechanic, and most of the gameplay. I just feel the following tweaks would've helped streamline the experience:

-Double jump, to correct for missed ledge grabs.
-Removal of Beck's uncontrollable stagger/stumble after landing.
-Down dash cancel by side dashing or double jump.
-Weapon select on pause.
-Sub-tank carryover after death.
-Random power up removal.
-Piercing shot toggle and/or charge attack (ala Gunvolt).
-More boss destabilization moments for Ray.

As far as the presentation goes, the lack of facial expressions was my biggest disappointment. It just saps so much charm out of the game. I can live with the graphics, though. A few color modifications to the shader, and they're good to go. See attachments.


35
Rockman Series / Re: Mega Man Archie Comics
« on: December 26, 2015, 01:21:39 AM »
Giving Elf Wars Zero an XCM-style design (with red eyes?!) was definitely an odd choice when everyone else looks much more RMZ. Besides, isn't the Original Zero supposed to be inside Omega as is?

36
Gaming / Re: Mighty No. 9
« on: September 29, 2015, 06:25:57 PM »
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but yeah, the game just doesnt have a discernible visual style. It really looks amateurish as far as a 3D game goes, which is inexcusable, as Inti has experience with those. So i can only imagine the problem is the art direction, or something about the directing in general.

Between Speed Power Gunbike, Gal Gun and some rare DS/3DS titles, Inti actually has fairly little experience with 3D. Their primary body of works consists of 2D platformers.  Still, this begs the question as to why the initial WIP footage actually looked better. It's as if they're deliberately holding back Mighty No.'s graphical performance for the sake of porting.

37
Gaming / Re: Metaloid:Origin [Demo Release!]
« on: September 29, 2015, 05:47:29 PM »
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*Update*
OK I watch all record and recognize every bug/glitch and some unintentional design already already this help me a lot for future improvement.

Just to summarize, the biggest design gripes on my end were:
-Certain thin platforms being unreachable with the current jump arc, while they appear otherwise.
-Climbable wall sections sticking out of the walls (instead of being embedded inside of them), allowing the player to walk on them and bypass portions of the stage unintentionally.
-Unintuitive control scheme for dismounting and jumping off a climbable wall. Exiting one at the top could go smoother too.
-Unclear distinction between main and subweapons on the HUD.
-High respawn rate leading to unfair difficulty.

38
Gaming / Re: Metaloid:Origin [Demo Release!]
« on: September 24, 2015, 12:32:36 PM »
You know, every time I see the main character in action, I can't help but feel the jump should be more animate and acrobatic - without the gun out always. Maybe add a little roll effect to the top of the jump arc?

39
Gaming / Re: Super Mario Maker - Dungeons, Traps, and Bowsers~ Oh my!
« on: September 23, 2015, 05:36:29 AM »
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Which did not exist in SMB1 style prior to Mario Maker.

Which is why SMB1 style slopes really shouldn't be a problem.


Pipes!!!
526A-0000-0065-0532 (Updated)

40
Gaming / Re: Super Mario Maker - Dungeons, Traps, and Bowsers~ Oh my!
« on: September 21, 2015, 07:44:55 AM »
I don't actually have the game (yet), but I'd imagine looking at Yoshi Eggs will produce at least one viable answer to that question.

Just checked: Yoshi becomes the Goomba Shoe.

Anyway,

No Time No Life:
13BA-0000-005B-5754

41
Gaming / Re: Super Mario Maker - Dungeons, Traps, and Bowsers~ Oh my!
« on: September 21, 2015, 12:44:16 AM »
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Yeah, there really ISN'T any excuse for not using Mystery Mushrooms in SMB3 since it's really just an alternate NES style.

I think the primary reason why SMB3 doesn't have the Mystery Mushroom is because of how they set up the toolset for style replacements. Mystery Mushrooms becomes leaves, become feathers, become propellerhats.

Incidentally, this may be why we've not seen any of the other nonstandard power-ups. What would they become in SMB style?

42
Gaming / Re: Super Mario Maker - Dungeons, Traps, and Bowsers~ Oh my!
« on: September 20, 2015, 08:55:30 PM »
1B0D-0000-0058-7794

^Reuploaded the previous stage with edits on the more difficult spots. I've got some other stuff planned aswell, but I really need that subworld first.
 
Going to try Fxeni's stages now.

43
Gaming / Re: Super Mario Maker - Dungeons, Traps, and Bowsers~ Oh my!
« on: September 20, 2015, 03:44:57 AM »
AEE4-0000-0053-8892 *deleted*

44
Gaming / Re: Gunvolt [New Inafune & Inti Creates game]
« on: September 20, 2015, 01:45:21 AM »
The problem is specific to your set up. Inform Inti with details of your system.

45
Gaming / Re: Gunvolt [New Inafune & Inti Creates game]
« on: September 11, 2015, 11:35:46 AM »
In Japanese voice mode, default 360 control scheme, pressing the Y button removes the mid-stage dialogue on the fly.

That or speedrun mode.

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In retrospect, most of the bosses weren't that difficult actually.

I've found that most bosses becomes easier to dodge with double jump and flash focus equipped twice. Air dashing has some uses, but more situational than anything.

46
Gaming / Re: Gunvolt [New Inafune & Inti Creates game]
« on: September 10, 2015, 01:14:59 PM »
Carrera has a strong greed for power. His ability is the Greed Snatcher, which takes away the Septima of others (later used by Copen).

47
Gaming / Re: Castlevania Special #2 - TODAY! 5/30 @ 3PM EST
« on: May 31, 2015, 06:58:53 PM »
For those that missed it. Melty Blood finals (Marc vs Zan, best out of 5) can be found here:

http://www.twitch.tv/marcdwyz/b/664330162 @ 11 hour 54 minutes.

48
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The latest.

That is Melty Blood Actress Again Current Code Ver. 1.07.

49
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I should be OK to stream this coming weekend.

You may find yourself challenged to some Melty Blood this weekend.

50
Zero / Re: MegaMan Zero, then and now.
« on: May 25, 2015, 01:05:31 AM »
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Can't help but be curious about Original X having a Seraph form.  But mental note for the next time we have a "submit questions to ask Inti guys" topic: What was the original scenario for Zero obtaining the Z-Saber in Z1?

Cyber-Elf X is quite integral to the plot. Though I guess most of his roles would be substituted, there's a ton of depth lost along the way.

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I have yet to see "22XX, Zero-series" referenced in any post-Z1 material, sans the above-mentioned question to Higurashi, who is not part of the Zero-series crew.  So the communication gap casts a doubt on that one.

There's certainly a distinct ambiguity. It does seem, however, that 22XX was always the intent, even if Inti's not quite willing to cement it. If not ZERO in 22XX, then Elf Wars at the very least.

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this would require Wily cheating death well before Zero was actually built

I've always felt "1XX years ago" was mislabeled on that entry of the timeline, but you never know.

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I get the impression that Command Mission was just the "Do what feels awesome and figure it out later" approach.  Talking about it is like talking about a Zelda game in terms of timeline placement.

Which is pretty much why they made it an AU to begin with.

Really, if they wanted to avoid contradictions with the ZERO-series, they should've just placed it in 21XX instead of 22XX.

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Given that the Z-Saber itself is one of them, I consider it virtually impossible for the Elf Wars to NOT impact the story/distribution of the Shining Arms.

X is assumed to have used the Z-saber during the remaining Maverick Wars. While more so a product of X5's ending than X6's, that does not invalidate the possibility of X having wielded every single one (Japanese and its lack of plural...). The Elf Wars are simply not required for the distribution of the Shining Arms, even if they are a viable option.

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