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Messages - OBJECTION MAN

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401
DASH / Re: Can Bandai get Mega Man off the F***ING moon?
« on: July 12, 2012, 03:02:16 PM »
Also keep in mind D-Arts has to get final approval from Capcom for doing anything with their licensed materials. We know that Capcom puts those clauses in all their license contracts, and with good reason. It's very possible they said 'Nope' to Trigger's production.

402
Fan Games / Re: Rockman World: VS Killers/Megaman: The Hunter Numbers
« on: July 11, 2012, 08:33:35 PM »
Oh, and I almost forgot... If someone can find me a programmer who knows Multimedia Fusion 2 and the Mega Man Engine, let me know.

This is the number one reason fan games collapse before going anywhere. Typically, the people who are truly dedicated to the game's vision end up learning to program themselves, because the realization will set in sooner or later that it is highly unlikely anyone will come to your aid and be your code slave to craft your game for you.

In the world of game development, everyone has ideas and designs, therefor ideas are cheap. What counts are demos. Without a demo, you're just stuck with another cheap idea among countless others.

The base universal truth in this situation is that; Talent will attract talent. You just need to display that you have it.

The silver lining here is that Multimedia Fusion is incredibly simple to work with. It is all event based programming, and not any real code. You should be able to pick up the basics quickly, and experiment with it enough to get a decent understanding of how to build a simple game in it. The flip side is, Multimedia Fusion isn't the cure all. In fact MMF is very limited in what it can do, less now than before, but still limited. You will come to find very quickly that a Megaman game isn't as simplistic as you may think it is.

My ultimate advice would be to make a few original games or extremely simple clone games (like Pac-Man), to get the hang of game development. Then come back after those and try to apply what you've learned to tackle this more complex design.

403
If it actually plays on a true PS1 without issues, that still counts.

404
Just the fact that you did this on a real PS1 is really impressive.

405
Fan Games / Re: NMario's Mega Man World Fangame/Engine
« on: June 28, 2012, 01:35:41 AM »
You were expecting the scan to be something more like this?

406
Gaming / Re: The Kingdom Hearts Thread
« on: June 24, 2012, 12:28:22 AM »
I mean even without it.

407
It‘s $10 IIRC.

Wow, are you [tornado fang]ing kidding me?

They are now trying to cash in on this whole digital craze, and Pokemon in one fell swoop.

408
Rockman Series / Re: 25th Anniversary Logo Leaked
« on: June 23, 2012, 08:49:46 AM »
You support it and they'll keep dragging around Megaman's rotting corpse through the cash in trenches.

You don't and Megaman disappears FOREVER.

Make your choice, sir.

(There is no [tornado fang]ing way I would buy two arrange disks for 40$ a pop. Especially after the whole Legends thing.)

409
Gaming / Re: The Kingdom Hearts Thread
« on: June 23, 2012, 08:47:04 AM »
Am I perhaps the only one who felt the game was faster paced than the previous titles? To the point where it became hard to take in what the hell was going on during battle half the time. Also my hands cramped up before the demo was even over. Not a good sign on my end. I preordered it, but I worry it may be sharing a shelf space with other games I never seem to get around to playing, much less completing.

410
Sounds like they're on the verge of it though if they've already narrowed it down to the piece they're missing. That's hopeful at least.

411
Rockman Series / Re: 25th Anniversary Logo Leaked
« on: June 23, 2012, 08:41:41 AM »
Hey, come on now. There's no harm in releasing a couple of arrange soundtr- wait, what?? 40$ each?! The f-

412
How is that 3DS emulation/Rom Loaders coming anyway. It's pretty obvious this series isn't leaving Japan and I'm sure as hell not going to buy a second 3DS for foreign games.

413
My God, that is like the hottest thing ever.

414
Rockman Series / Re: The Mega Man Legends 3 movements
« on: June 21, 2012, 04:20:49 PM »
yeah the broken dash wall kick physics were facepalm worthy.

My favorite part I have to admit is the boss rematch chamber. It's just so wonderfully eerie and creepy for what you would expect in any Mega Man game, I love it so much. "Soul asylum" indeed. I still wonder just what the [tornado fang] that room is supposed to be.

Oh, I forgot to mention 3D mode's movement speeds were too damn slow. They turned them down to match 2D mode, which made 3D mode clunky.

415
Rockman Series / Re: The Mega Man Legends 3 movements
« on: June 21, 2012, 06:45:11 AM »
Agreed on X7. X7's 3D gameplay engine was actually really good. What killed the game was: a really awful camera, trying to shoehorn 2D mode in, and a lack of polish. The game played really well in 3D mode. Wall kicking felt solid, aiming was intuitive, and attacks were calibrated nicely for 3D space.

The 2D mode was most of the problem. The 3D calibrated attacks (especially Zero's) were not very effective in 2D. When you dash wall jumped, you were forced to land lower than where you jumped (not necessarily a 2D mode only issue though, but much more apparent here). Auto aim in 2D was way overpowered.

Axl's damage ratios and lack of auto fire (if I recall correctly) was way out of whack too. X8 did him infinitely better.

Sigh. It's depressing to think what could have been, versus what we got. Such a large gap.

416
Gaming / Re: Seth Killian is leaving Capcom
« on: June 20, 2012, 07:12:14 AM »


Nothing to stall the inevitable now. Abandon ship!

417
Rockman Series / Re: The Mega Man Legends 3 movements
« on: June 19, 2012, 11:33:59 AM »
Regarding Inafune's leaving, I think he honestly felt there wasn't a chance of cancellation.

Think about this. Legends 3 so far has been a huge money sink for Capcom. The amount of resources needed to start development of a new engine for the 3DS, combined with the whole team working on this, in a prototype fashion. The cost of the dev room, and all it's components. The cost of voice actors even. Capcom sank some cheddar into this game as it was.

Now recall what Inafune said about Dead Rising. He basically used a tactic that is to breach a prototype budget forcing them to continue the project to recoup. The Legends 3 Prototype was READY TO SHIP. This was NOT an in house prototype. This was refined enough to be a stable piece of salable software. They PASSED that in house mark, and probably a long time back. Working at Activision, I know what in house prototypes look like. They aren't even close to stable or salable. There is no way Legends 3 didn't incur a sizable budget, especially being on a brand new console. The costs of the first games on a new console are always higher, and more labor intensive.

I truly believe there was no doubt in Inafune's mind that they spent way too much, and had enough of a public presence, for them to toss it away without being completely insane. Especially with a paid demo on the way. He knew the bottom line for them is always the money now. He was so confident he threw in his resignation, and said "I'll even come back free of charge to finish it up for you." It was the ultimate plan. He spoke their language, set everything up, and was going to let them ride the profit train on his dime.

Now, do you recall when we learned about this? Inafune stated the response he got back was "That won't be necessary." Think now, when would this have been? Not before his resignation. The only logical time is just immediately after he put it in. I bet that Inafune mentioned it right in his resignation notice, when addressing the board. They were waiting for him to do this, and they willingly sacrificed the dev costs of Legends 3 just to spite him.

Perhaps having been in the industry I have a little more insight into all of this, and to me its just painfully obvious what went on. I've even seen similar circumstances happen within the studio I was at. I have absolutely zero doubts that this is exactly how it went down. It all makes sense, both from logic and my own experience in the industry.

418
Gaming / Re: UDON announces Marvel vs Capcom Official Complete Works
« on: June 19, 2012, 01:44:39 AM »
I really want to buy something like this, as I have like all of UDON's Street Fighter books and comics, but I cannot since Capcom will be getting a cut of the sale. I really don't want to but I'm going to just wait for the scan on this. I really hate to hurt UDON in the process, but I can't give in and let Capcom win.

419
Rockman Series / Re: The Mega Man Legends 3 movements
« on: June 18, 2012, 03:20:19 PM »
Between this and Ono's experiences within the company, I'm ready to completely black list them.

No amount of fighter game revivals and crossovers will dent my resolve. It's all second hand or alternative means to play their games for me now. They are dead to me, and there isn't much they can do at this point, short of restarting Legends 3, that will change my mind.

I use to be a huge Capcom supporter. I've purposely not gotten their games second hand as a show of support. I've even dreamt of working there in years past. Now they will not see any support from me.

420
I don't believe the pictured posts are legit. They don't correspond to Ono's medical diagnosis. Not the type, or where it happened. It also seems very strangely written, and not in the "I don't know English well" kind of way, but more of a "faux engrish" kind of way.

421
Fan Games / Re: NMario's Mega Man World Fangame/Engine
« on: June 15, 2012, 10:44:52 PM »
Are the boxes something you can stand on? If so, they need selective highlighting added. If not, then they need to be de-contrasted.

422
I want to believe that the kind of outside pressure that got SF4 going can happen to Legends 3.  God knows we've been pestering them long enough, on every avenue possible, and if they have *ANY* delusions of salvaging their relationship with Mega Man's fanbase, I don't see how else they intend to do it.

But all SF4 had going for it was Ono pestering them from the inside. It was a solo thing. Fan input didn't mean [parasitic bomb]. We need a big voice on the inside, like Inafune was.

423
Gaming / Yoshinori Ono's Hospitalization - And the Fate of Megaman?
« on: June 12, 2012, 03:38:53 PM »
http://www.eurogamer.net/articles/2012-06-11-the-rise-and-collapse-of-yoshinori-ono

Reading this, there is no surprise that Inafune left now. This is morally repulsing. I had no idea things were this bad in Capcom. No wonder they're losing their good staff.

And yet I admire Ono's determination and self sacrifice. God speed my friend. Just don't overdo it physically, not that I ever take my own advice on that matter...

In either event, this interview might as well be Ono's resignation letter. I don't know whats in store for him next.

So what does this have to do with Megaman?

Quote
Street Fighter, Capcom's defining game series that originated in 1987, had struggled to maintain an audience past the mid-'90s. At one time it was king of the arcades, drawing competitors to battle it out in 60-second bursts of speed chess, dressed up as bar-room brawl pixel fights. But following the release of Street Fighter 3: Third Strike in 1999, declining sales meant Capcom decided to lay the series to rest.
"When Third Strike came out R&D didn't really consider sales back then," Ono explains. "We weren't as marketing-orientated as we are today. We just wanted to make the best game and wanted to please our most hardcore fans. That's what drove us. Obviously, in terms of sales it didn't pay, so the company couldn't invest in a sequel with a decent rationale. Not only that, but we were adamant we had made the epitome of the fighting game with Third Strike. So from the company's point of view, if the team is stating that it cannot do any better combined with a lack of sales, it's a complete story and it's time to move on."

It was this guilty conscience that inspired Ono to write a design document for a fourth entry to the Street Fighter series immediately after he was promoted to producer. "I was working on Onimusha 4 and during that time I repeatedly submitted my proposal for a new Street Fighter," he says. "The company kept telling me: 'It's a dead franchise. It doesn't make any money. We have series that make money like Resident Evil and Onimusha. Why bother with a dead franchise?'"

Whether they figured it was ruined by sales alone (ZXA sold fairly poorly), or they realized they ruined it with their little vengeance stunt on Inafune... We don't know. But I do bet top dollar that its now in the 'dead franchise' category and won't be revived until rebels in the company, like Ono and Inafune before them, takes up the torch and somehow pulls off a miracle.

I hate to say it but the chance of a Legends 3 revival looks slimmer and slimmer by the day. Capcom is truly an evil corporation now.

And to think, I once dreamed about working there. Good thing I'm just building my own business now...

424
Fan Games / Re: NMario's Mega Man World Fangame/Engine
« on: June 09, 2012, 04:43:47 AM »
Question:

Why isn't the frame image in one frame, with a sub application box in the middle? Wouldn't that be a [parasitic bomb] ton easier and simplified than having it right in the frame in every stage?

Hell, the pause menu could be a separate sub application too if you wanted to get a little more elaborate.

425
Fan Games / Re: Megaman Battle Network Chrono X!
« on: June 03, 2012, 05:26:40 PM »
You guys have come a long way. However, I wonder, is it worth spending extra time creating an Android version before your PC version is complete? At this rate, when will a full version actually release?

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