Posts for nesrocks

nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Randil wrote:
There's a game I've been looking for lately, one that I played a lot when I was younger. I think the game came out a little after the first Diablo game, and was a game very similar to Diablo (the same kind of overview, and similar interface), but it was sci-fi oriented, with firearms instead of medieval weapons. You would walk around, shooting aliens, picking up better weapons, and going further into the game. Does this say anything to anyone?
perhaps Syndicate? http://www.youtube.com/watch?v=9QxYku4VVZk
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
I believe the problem is how you questioned it, not the questioning per se.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Yep, I think the same. Saying that "only controller input is allowed" sounds really arbitrary. There's no reason for that at all, there are other buttons the player can use for a speedrun. Now, if it is emulated properly is an entirely different reason.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Perhaps he "port" as in binaries compatibility for each system?
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
"Since when does an NES system start up that quickly. . ." That's my favorite because it shows how the NES is so good.
micro500 wrote:
NESBot: Gradius I also forgot to mention that voting is now open! The link to the article is here. You may need an instructables account to vote.
I don't see where I can vote... Yes, I am logged in, but it's a new account.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
I've got two videos with over 1 hour of duration, but I've never had a length cap, not as far as I know. The only restriction I see on the upload screen is that the videos must be < 20 GB. http://www.youtube.com/watch?v=hMuQIX6sGeY I'll do one of those 30 hour video upload tests, but isn't there a days long video on Youtube? Isn't it a speedrun of that truck driving simulator worst game ever?
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
They deleted my ranting comment about haters hating :P
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
There's this powerpak thing with which you can run NES roms as if they were the real cartridge. Don't use commercial roms please. http://www.retrousb.com/product_info.php?products_id=34
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Dr. Frankenstein wrote:
"Look! It's moving. It's alive. It's alive... It's alive, it's moving, it's alive, it's alive, it's alive, it's alive, IT'S ALIVE!"
Awesome!
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
I don't see any differentiation between "uses death" or "uses continues". Unless in a game where you lose by other means than death.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
That's it, I'm changing my username to something else. How about "sinistro"?
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
I did try to compose music but it turns out that I'm either a really bad composer or I don't have the patience to make it good. One thing to note is that I highly value the quality in the soundtrack of games I play. Perhaps it's what I value the most in a game...
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Scepheo wrote:
funnyhair wrote:
There are no consequences for dying anymore. you die and it puts the game on pause for a little bit. Then you come back And its like nothing happened. I liked it when the game reset after your died, sure you had to collect everything again, but at lease it gave you incentive not to die.
Agreed, when I found out that dieing in Bioshock did nothing but move you to a vita-chamber, I immediately stopped paying attention to my health. The incentive not to die should be made a lot bigger in games, especially multiplayer games. I mean, in single player, if you ruin your own experience by not caring about dieing, fine, I don't care. But if you run around in an online shooter knifing everybody to death, that does kinda ruin it for the other players. On topic: Quick-time events?
Or remove the health bar, if it serves no purpose.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
In resume, correct me if I'm wrong: Prince of persia getting up after landing blocks every movement. The shotgun reloading blocks a series of moves, but not all. The cooldown VirtualAlex is looking for blocks only that specific move's usage.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Kuwaga wrote:
Has some Super Mario in it.
I'm amazed by that video is so many levels. He does it all at once and the music choices are incredibly varied and actually pretty good!! Jaw dropped.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
It could be defined as "no skipping the star requirements for the star doors".
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
The main problem with SDA is that they can't prevent cheats as they claim they can. This is truly the root of the problems.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
One note about the time it's taking to make the run... People die. If it isn't the author, it's the audience :P In the later case it doesn't really matter if the author wants to build a legacy piece of work, but in the former I hope the work that has been done isn't lost.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Great movie, loved the sliding trick, it really added!
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
AnS wrote:
FODA wrote:
I was wondering how did they manage to do some of the apparently complex collision detection. Take Double Dragon 2 for example, how did they calculate where you can walk and where you can't? I mean, right on the first screen you can walk on a rectangular floor, but on the next screen the floor grows diagonally, and the collision there seems pixel perfect. I think the same goes for games like mac kids, super mario 3 or kirby's adventure where there are ramps. How do they calculate that?
Note that these games only use "45 degrees" ramps. Those 45-degrees slopes don't even need to have lookup tables because y(x+1) = y(x) + 1. It's easy to code such collisions with only addition/subtraction operations. BTW, there's great article from the programmer of MC Kids: http://games.greggman.com/game/programming_m_c__kids/
Wow that article is gold. I once found a discussion about people liking or disliking m.c kids and one of the developers humbly jumped in to say that he was amused people were talking about the game.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
I was wondering how did they manage to do some of the apparently complex collision detection. Take Double Dragon 2 for example, how did they calculate where you can walk and where you can't? I mean, right on the first screen you can walk on a rectangular floor, but on the next screen the floor grows diagonally, and the collision there seems pixel perfect. I think the same goes for games like mac kids, super mario 3 or kirby's adventure where there are ramps. How do they calculate that?
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
It reminds us all that our time is finite, but it feels really wrong when someone goes at such a young age. I hope his family can move on.
nesrocks
He/Him
Experienced Forum User, Published Author, Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
I didn't mean to e-mail it in secrecy, I meant to e-mail it to you so you could translate it and make it public. Glad something else worked out though!