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Messages - Hypershell

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1551
I know what you mean.  Nothing wrong with liking a character who actually has bangs.  To me, big foreheads look cute on kids (and I mean LITTLE kids, not 14-year-old MegaMan protagonists), and dignified on the elderly.  That's it.  Otherwise they look blegh.

They fixed it.
Too bad.
Blast.

A cookie to Vix for preserving it for us, then. :cookie: <3

I think now would be a good time for me to create a dedicated Legends 3 image folder on my comp, rather than shoving it in with the rest of my MegaMan stuff.  Also still need to save those summary images they posted for the NPC event.

1552
The same design's face-charm can vary GREATLY by the individual artist.  Layer taught me that.

1553
A nice surprise.  I was expecting more of a 2GB ballpark.  Nintendo has a history of choking devs when it comes to filesize; it's nice to see them ease up a little.
(Wii's flash memory makes me want to hurl)

8 gigs? Very awesome. Now I wish they waited for the 3DS to give us the Megaman Zero Collection. Bring on the arranged OST's!
Oh, if only...

1554
...it was on the blog with the name poll. -AC
(it's no wonder Japan is kicking our devroom's ass)

The new hair would do her a lot of good, I think.  I didn't appreciate how they shortened it after the poll was concluded.  I like the accessories on the left pic, as well (holster, wrist-guards).

Cute, but somehow I just can't picture Roll and Tron getting along well enough to go ice skating together. >_>
Well, if they ever want to put up with each other long enough to build a rocket that doesn't explode, it has to start somewhere.  That said, I'd foresee a lot of shoving going on at that lake.

1555
Gaming / Re: The "What are you currently playing?" Thread
« on: December 17, 2010, 10:43:22 PM »
Cleared Tiny-Huge Island on SM64 DS. Now I just need the rest of the game cleared (I have 130 stars total currently).
Ah, playable Yoshi in 3D.  Was awesome, if only he could grab Bowser's tail without having to wear somebody's hat...

1556
I recall that thread.

I curse both my japanese illiteracy and whatever craptacular licensing agreement prevented the the possibility of a Legends re-release (not to mention I'd certainly feel that my purchase of a PSP was more justified; I was a bit underwhelmed by PU and MHX).  Not too concerned with Nino, but a crack at the Episode 1 demo along with some sanity to the weapon upgrade pricing?  That would be sweet.

You'd think they could at least send Episode 1 out as a PSN download and just leave a "silent/japanese" voice option, seeings how the thing was never localized to begin with.

Posted on: December 15, 2010, 07:00:30 PM
New liason revealed himself, and on his first publically-known day unleashed a region-vs-region poll to see what we thought of the Aero-to-Sephira name change (new art/hair style for her, too).

Don't know about the rest of you guys, but I went with Sephira.  I'm sure I could grow to like either one, but Aero sounds a bit too cheesy to me.

1557
Gaming / Re: The "What are you currently playing?" Thread
« on: December 17, 2010, 12:05:42 AM »
*gives ZeroCracked ZEE UPPERCUT!!*

*a'hem*  Anyway, when I was young I used to habitually cloud the World 8 fortress too.  But it's really not as bad as it looks.  The whole thing is just two parallel hallways.

1558
Off The Wall / Re: Birthday Thread~
« on: December 16, 2010, 12:22:30 AM »
Happy Birthday to thy lord of sexcellence!

1559
Rockman Series / Re: What is it with Capcom and Sequels?
« on: December 15, 2010, 11:59:44 PM »
Is Capcom making sequels lazy/uncreative, or is it just the way the gamers want it?  I submit to you Zack & Wiki.

Let's face facts, in these troubled times, when half the developers are so panicked that they're willing to brand used game customers as legal software pirates, is it any surprise that some gamers are reluctant to drop 50/60 bucks on an unfamiliar face?

I see nothing wrong with sequels, anyway.  Legends 3 is the most exciting thing EVER to me.  That said, I look forward to Ghost Trick.

1560
Gaming / Re: The "What are you currently playing?" Thread
« on: December 15, 2010, 11:55:06 PM »
I remember one castle that continuously looped around unless you found a certain spot, flew ALL THE WAY TO THE ROOF, and had to time your button press to go through the levitating door. It was freakin' maddening.
I miss the days before the internet, when we could use Power Wings without shame.

That said, the levitating door never bugged me.  Toughest flying stunt in SMB3 for me was the one area where you had to grap a koopa shell and fly up while holding it bash blocks/kill plants.

1561
You know, it NEVER occurred to me that Nino wasn't supposed to be that slow.  I just took it as water-displacement at work.

Even on the techno-side, it's hard to be sure.  Sometimes game programming in itself has crappy/nonexistent timers and relies wholly on how fast the hardware keeps up, which can throw emulation attempts for a loop (see Star Fox 64 and its many Virtual Console revisions).

1562
Consider if you will that in the first event Japan outnumbered us WELL over 3 to 1 (and Aero/Sephira was already #2 in the U.S.).  That they win a future pool isn't rigged, it's law of probability.  If you don't like it, start pestering your friends to participate in the Dev Room.

In all honesty I'd have written off 3 of the U.S.'s top 5 right away, so that Japan won this one doesn't surprise me.  All the same, though, I would NOT have picked the electric Sharkticon as their best work.
(Great, now we NEED a Grimlock in this game...)

Glad to see Seeteufel got the runner-up, at least.

BTW, techno-junkies may be interested to know: Eguchi confirmed that L3 is using some version of MT Framework.

1563
Gaming / Re: OBJECTION! Get ready for more Ace Attorney Investigations.
« on: December 12, 2010, 02:39:05 AM »
Thought I'd relevant-bump this to point out that Capcom of Japan put up a Gyakuten Kenji 2 flash demo.
http://www.capcom.co.jp/gyakutenkenji/2/trial/trial.html

Obviously, the Japan-illiterate such as myself have no clue what is being said, but I'm far too impatient to wait for CoA's equivalent.  After all, it's still fun to poke around and get a feel for the game's music and mechanics.

Unlike other games you don't see the killer's face in the opening cinematic to tip you off for the first case.  Your area to investigate is incredibly small, though, so it's easy enough to feel your way around.  Gumshoe's with you from the start, but no Kay.  You'll only see her in the artwork at the end.

Over the course of the investigation you'll have to connect a few Logic points (easily guessed, especially since there are ONLY two points the first time) and make one Deduction (green spot on the flag).  Steel Samurai makes an early appearance as one of your two pieces of evidence.  You'll then meet up with the reporter girl from the trailer for a round of Logic Chess.  This is pretty interesting.  Instead of whipping out evidence, your challenge in Logic Chess is simply how you steer the conversation, and you're timed.  A bar along the bottom slowly ticks away as you "think" about your next option (it freezes during dialogue, don't worry), and it'll also take a hit if you pick the wrong one.  The chance to make an "attack" on the other person's logic will be represented by a chess piece next to the appropriate option.  Pick it, and a piece will appear next to Edgey and move to "take" the other person's piece.  It will either be blocked (you're wrong, meter suffers), or the opponent's piece will take a hit and spin (you're on the right track, but not through yet), or finally, it will break (owned, meter is restored).  In the first round of Logic Chess you need to take two of the reporter's pieces.

Shelly shows up soon afterwards.  That sling doesn't seem to be for show, as he does occasionally wipe away blood seeping through it.  You'll take him on in the traditional Cross-Examination.  While his face, even when on the defensive, seems solid as a rock, you will notice his ice cream melting in a series of sweat-beads.

Fun fact: A lot of the cross-examination music seems to be derived from the "house of Von Karma" theme.  It's pretty damn epic.

After scoring your first successful OBJECTION! against Shelly (show the jacket on the bit ending with a question mark), you're interrupted by some guy in a neck brace spinning a pistol.

And...that's that.  Demo ends with a "thanks for playing" (I assume) image of Edgeworth, Gumshoe, and Kay.

1564
In all fairness the mecha styles are often very similar; main differences being Bonne emblem (Reaverbots have no exclusive ownership of the gem/mono-eye theme), occasionally visible Servbots, and color scheme (Reavers usually, not always, go for more subdued colors).  Reavers also tend to be more animal-like, although that's not exclusive to them either.  Bonnes may go either animal or military.

That said, I DEFINITELY got a Reaverbot vibe out of Scylla.  I look at it, and I see a fancy version of L2's Norieibi.

1565
Out of Japan, the turtle's the big winner for me.  Runner-up is the lobster.

1566
Fan Creations / Re: Hyper's Bonne mecha submission!
« on: December 11, 2010, 04:46:09 AM »
Well, voting has come and gone.  Ye olde banner shall remain here for posterity.



Many thanks to all who supported.  It was a wild ride, but I guess my big bad robo-tapeworm must return to the abyss.

1567
Fan Creations / Re: MMLS Bonne Mecha Submission
« on: December 11, 2010, 04:41:17 AM »
I just wanted to say congrats on Seeteufel making into the U.S./Europe's top 5.  It's definitely my pick for the region; the only other one that came CLOSE was that blue horseshoe crab (the transforming one's awesome but I think a full-Bonne-family mech kinda goes against Eguchi's scenario).

Japanese designs look to be pretty tight competition, though.  Can't wait to find out which one the staff picks...

1568
"Ammo" always bothers me in shooters.  Of course, I'm sure the rest of the world doesn't consider infinite twin rocket launchers the only way to play the N64 Goldeneye, but what can I say? 8D

1569
Top 5 U.S. Mechs were announced.

Personally, I'm routing for Seeteufel and/or Panzerbohrer.  Scylla and Mecha Duck look more like stage enemies (though I must admit the scenario behind Mecha Duck sounds very interesting), and Bernhardt seems like it belongs in a different situation altogether, being a "whole family" robot (Eguchi's scenario sounded to me like it was supposed to be Vs. Tron specifically).

1570
There's some motivation to get me drawing again.  Too bad I still can't shade for crap, but at least I can do competent flat-colors...  *sighs*

Im certain it wont be ALL fanart. Plus Udon knows their stuff. You wont find a Girla type scribble for example. And some of Udon's artists are Megaman Fans themselves, so im certain there will be Udon art there too.
Udon often strikes me as having a strong tie with the MegaMan fanbase.  Correction of "Rock" in the Powered Up! page of MMOCW being a major point, as well as their use of traditional X5 Maverick names.  They also maintained the use of "Force Armor", although that one's technically incorrect (the fans keep it popular because it sounds cooler).

And actually, I can see that in the way that they arranged the cover-art.  First of all, you'll notice it's all the "platforming" MegaMen and not the "chip collecting" ones ("legal reasons", eh?).  Second, the "triangle of focus" in the image is clearly Rock, X, and Trigger, the original "big three" series of the franchise, with Zero/ZX characters given lesser emphasis.

1571
And I presume that no one plans on mentioning that the third contest event, The Townspeople Event, has already started (despite the fact that the second one hasn't even finished yet...).
That's because U.S. voting for Event #2 was extended due to bugs in the system requiring a restart.

Did the Diggers for Event #3 (both types).  I don't think I can top previous submissions for the police officer, and I'm drawing a COMPLETE blank on the old man...

1572
Rockman Series / Re: Your favourite and least favourite Megaman game
« on: December 07, 2010, 12:17:04 AM »
My least favorite is MMX6
i HATE X6  :|
Well, we can't all be awesome. 8B

1573
I'll be honest when I say I think most of them look like quick sketches no more fit than being hung on a fridge. The ones I picked I felt would fit in with the feel of the Legends series.
That in itself doesn't disqualify them.  Artistic talent is not the same thing as design concept; the grade is supposed to be based on the latter.  Obviously it helps to flesh it out however you can, but it's not an art contest.

1574
Gaming / Re: Success? Failure? New Smash Bros. Info Coming Soon?
« on: December 05, 2010, 04:55:07 AM »
It's gonna be called Super Smash Bros. 3 Duel!  8)

Also, looks like be better get the Bitchslap thread going again. I wanna see some new ideas PRONTO!
I'd axe the space between the "3" and "Duel", or else you get people wondering why the fourth Smash game has a 3 in it.

And Bitchslap revival has been done as thou hast commanded. 8B

1575
Gaming / Re: Super Smash Bros. Bitchslap: What Do You Want To See In It?
« on: December 05, 2010, 04:42:05 AM »
I certainly applaud the effort, but I think a lot of those A button attacks need some explanation as to how ye olde' Classic specials will be incorporated into them.  Tornado Blow, in particular, has me scratching my head.

Posted on: December 04, 2010, 08:27:32 PM
Been hooked on the soundtrack of Muramasa: The Demon Blade, so here comes an unlikely 3rd Party suggestion:

Kisuke and Momohime
Theme music:
Incredible Power


These two function as a tag-team.  They're both fast and lightweight.  Though they fly far when struck, they have an abundance of recovery options.

Though their attacks are different, their physics are unusually similar for "switch" characters (think Fox and Falco).  If your shield breaks, or the same character takes 60% damage, their sword will break, reducing damage dealt by their attacks and outright eliminating any flinch, save Smash attacks (though they're still severely weakened).  You'll have to switch characters and leave the other one rest for 40 seconds before their blade is restored.  Recovery is shortened by 5 seconds when a foe is KOed.

Momohime
B: Oboro Style.  Use up to 4 times in a combo.  May freely "hover" left or right while attacking, even in mid-air.  Lightning effect.
Side B: Crescent.  After a brief wind-up Momohime fires a shockwave out of her sword.  In mid-air she will "edge" forward a bit to aid in recovery.
Up B: Misty Slash.  Momohime dash-slashes forward, then upward.  Travels through obstacles.
Down B: Kongiku's protection.  Kongiku appears and takes Momohime away in a column of blue light.  Kisuke enters.  If Momohime's blade was broken, Kisuke will perform a "quick-draw" attack as he enters, striking anyone near the column with high knockback.

Kisuke
B: Oboro Style.  Same handling as Momohime's, though the sword swings are different.  Fire effect.
Side B: Cyclone.  Kisuke does a small leap forward and unleashes a rapid vertical spin attack.
Up B: Nightglow. Kisuke leaps upward while slashing, creating a damaging column of light along the height of his jump.
Down B: Yuzuruha's protection.  Vice-versa of Momohime's Down+B.

Final Smash: Disturbance.  Kongiku and Yuzuruha both appear in front of your character, creating a blue aura between them.  If an opponent is caught in the aura, your second character appears, and the two of you create several illusory copies of yourselves that unleash a series of slashes and shockwaves on your victim, followed up by simultaneous leaping overhead swing from both characters for a KO.  If you failed to catch an enemy, your current character will perform this attack alone with no target (the copies slash/fire in all directions), and the final swing will not stop until it hits the ground (making it possible to suicide if you use this recklessly at an edge).  Even if the last swing still hits someone it will not be strong enough to guarantee a KO.

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