Posts for Blublu


Experienced Forum User, Published Author, Player (67)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
The thing that killed me is one time I was very very far ahead, doing really great in 150cc, and then I got hit by a shell, which made me fall into a pit, and about two seconds after recovering I was hit by a blue shell, then a red shell, and then ANOTHER red shell. I went from 1st place to 12th in the last 20 seconds of the race. What a drag. (actually I'm not sure exactly in what order those shells came, and how many there were, but everything else is true) Oh, and the Wii wheel is totally useless. Just use the GameCube controller. Edit: Oh and my friend code is 1203-9925-5096
Experienced Forum User, Published Author, Player (67)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
Larkin wrote:
Hmm, I see what you're saying but i've played real guitar for 14 years and still find guitar hero absolutely fantastic. When it comes to party play and basic bragging rights, i've not come across many better games for a total ego junky. For example having a large group of friends who all own the game and are complaining about how hard slayer is or something, then you nail Dragonforce infront of them all. It's just plain fun!
But wouldn't it be even more awesome if you could take a real guitar, and play the song from the game on it, instead of the fake one? In my mind, that would trump anything you could possibly do with that cheap plastic thing.
Experienced Forum User, Published Author, Player (67)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
To be honest, I don't know why you guys are so excited about these games anyway. I would never want to master a game where you "play" a fake guitar, I would much rather spend the same amount of time learning to play a real guitar. That's why I'm kinda excited about Guitar Rising. In it, you plug a real electric guitar into your computer, and you can actually learn to play songs for real.
Experienced Forum User, Published Author, Player (67)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
SXL wrote:
are the peripherals pal/ntsc compatible ?
Yes. You could even import a controller thing from Japan, and it would also work.
Experienced Forum User, Published Author, Player (67)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
Import a Wii from USA! Problems solved. It's a little more expensive for the console itself, but well worth it. Or you could install a mod chip and then import just the games. Or even pirate them. Yeah, that'll show 'em.
Experienced Forum User, Published Author, Player (67)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
Wii: 1830 2446 2644 8347 SSBB: 2019 9712 6138
Experienced Forum User, Published Author, Player (67)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
It's a really old game that came on one of those systems that used cassette tapes and took forever to load. You could select different planets to go to (each planet was one level) , I remember there was what I think was a "city" level and an underwater level, and the underwater level had a huge crab or something that traveled along a fixed path. The objective was to collect blue orbs of some sort and then probably return to your starting position (marked by a white box that might have been an elevator door or something). You couldn't really attack anything, you just had to avoid the bad guys (of which I think there weren't that many, most obstacles were environmental). 2D Side-scrolling. Wow, I just remembered something else. The music of the game was, or was very similar, to this thing here: http://www.youtube.com/watch?v=CQdgJYhsrc0 (Blue Danube Waltz by Strauss) I have made a mock-screenshot in paint of something from the underwater level. A formation of spikes you can't touch, there's a blue orb inside it and the white thing is your character. You could 'swim' in the water by jumping repeatedly. (please note that my memory of the game has been distorted by time):
Experienced Forum User, Published Author, Player (67)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
I'm still glad I imported a Wii. Mwahahahaha. My copy should be arriving in about three million years due to the "awesome" postal service here. But it'll still arrive before the PAL version comes out. Yay.
Experienced Forum User, Published Author, Player (67)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
I was bored today. Extremely bored. In fact, I was so bored, I did the first two levels of this game, plus the bonus "training" level. Here you go. "Enjoy" the movie. http://dehacked.2y.net/microstorage.php/info/601237332/Robocop%20%28U%29_bleh.fcm Yes, the best way to avoid things is to use the "block" move (stand still and press select), which makes you invulnerable for about a second or so. You can't do it on stairs, though, which is why I have to take a hit at one place (killing the guy would take longer). I'm also not completely happy with the second level boss fight, but it looks pretty good at full speed, so I can't be bothered to improve it (if it's even possible). Also, it's probably possible to manipulate the enemy spawning so you don't have to use the block move so much (it slows you down by about 3 frames each time you use it). Now if you'll all excuse me, I'm going to shoot myself. (I was unable to download the movie posted by braceyj since the link is about three years old and broken)
Experienced Forum User, Published Author, Player (67)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
I had two "Metroid: Zero Mission"s, one japanee and one not-japanese. Does that count as four, since the original Metroid is unlockable (at least in the not-jap version)? I also once had both the Wii and Gamecube versions of Zelda: Twilight Princess. I have since sold the Wii version and can't use the GameCube one anymore since I also sold my PAL Wii and got an NTSC machine instead. Blerkh.
Experienced Forum User, Published Author, Player (67)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
^I actually agree, kind of. It is unfortunate that there doesn't seem to be a word in English that describes something as "having freedom" besides, well, free. I've gotten used to it by now, however.
Experienced Forum User, Published Author, Player (67)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
Xkeeper wrote:
Who cares?
Anyone with half a brain. If the game is not free, then no modifications can ever be made. If FCEU, Snes9x, and Mupen were not free, it would have been impossible to add rerecording to those emulators. In fact, this whole site would not exist without free software.
In other news... is it going to be compiled into an .exe at some point so people who don't feel like downloading every compiler in existance can try this?
Probably. But since the source code will be available as well, people can make modifications and improvements, which will make you, and others, very happy.
Experienced Forum User, Published Author, Player (67)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
If I were making a game, I would make the physics extremely warped and unrealistic. I would think of things to change things players normally take for granted. For example, walking off an edge would make the player fall up instead of down. But those things would make internal sense, so the player would be able to learn the strange twisted mechanics of the game and enjoy it muchly. More likely, I would fail and nobody would like it. A Rockman clone is a much better idea after all.
Experienced Forum User, Published Author, Player (67)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
Why people believe weird things, by Michael Shermer. It will make you smarter.
Experienced Forum User, Published Author, Player (67)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
Boco has previously said the game will be a Megaman clone, so I think it will... be... err, a Megaman clone. Which brings up the question of what sort of license the game will be released under. Boco said he/she would release the source, so I guess most likely either a GPL or BSD style license. So if you wanted to turn it into a Metroid-style game, you could do so.
Experienced Forum User, Published Author, Player (67)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
Boco wrote:
Does anyone have any other things they'd like me to add (controls, changing the physics, new terrain objects like ladders or whatever), or should I just keep making the level editor?
I think the things that are the most lacking at the moment (besides level editor) are graphics, maybe some simple enemies, and a way to actually finish something instead of just jumping around aimlessly. I personally think ladders can wait, it would require more animation and you've already implemented both fans and moving platforms. After that, possibly maybe more advanced things like scriptable badguys (bosses, yay), switches, an overworld (the part of the game that isn't levels, could be just a simple selection), powerups, other things I can't think of, etc...........
Experienced Forum User, Published Author, Player (67)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
This is great stuff! When you release the level editor, I will make some levels for people to try out. :) It is a little weird that jumping slows/stops your ascent from the fans, is it supposed to be like that? I noticed you can "jump downwards" which is very neat. Useful in situations in which you're in a big hurry to reach the ground.
Experienced Forum User, Published Author, Player (67)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
That is very cool, Boco, if you release something, it's certainly more than what everyone else has done. I think everyone here (including me) is just throwing out ideas which might or might not work, while not really thinking about how hard it would be to program them.
Experienced Forum User, Published Author, Player (67)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
It's my understanding that almost all discussions like this ultimately go absolutely nowhere. However, if something does start rolling, I would be happy to design some levels, if someone would code a half-decent level editor. However, I agree with upthorn;
upthorn wrote:
The only reason TASing is interesting is because the games that we do it to were made without even any inkling that TASes would one day be possible.
Absolutely correct. The game should have replaying capabilities, yes, but if it has built-in TAS capabilities, it will be an incredibly easy and boring game. In fact, it won't even be a game at all, it'll be more like a "hey look at the cool program I made" program which will be completely pointless. The only way to do this correctly, if you want to have any TAS stuff in the game at all, is to make the TASing tool an internal game mechanic, and a VERY limited resource. Kinda like the bullet-time in Max Payne. The player could pick up pause cards, which would enable them to pause the game once and then frame-advance 60 times (or less), a save card which would let them save at one point and then reload from it up to 5 times. And so on. Since this would be an internal game mechanic, it would be included, or should I say not included, in the replay file resulting from the playing session, and that replay file would then be completely "valid". I think this is the only way to make this interesting, or at least the only way I can think of. Of course, this means the game would not have actual TAS capabilities, unless people hacked the game and gave themselves infinite pause/save cards. Even then, it should still be very limited and maybe wouldn't be such a good idea to have it after all. Maybe just slowdowns (bullet-time allows for careful wall jumping) and something like the sands of time from POP: Sands of time should be implemented. The plot could be about some game character who is becoming aware of the nature of his existence, who slowly gains the ability to "hack" stuff, use "glitches" (which wouldn't actually be glitches) like walking through certain types of walls (if it has a certain block configuration you could jump into the corner, and so on). Map designing for such a game would be an interesting challenge. In fact, the plot could easily be a parody of The Matrix.
Experienced Forum User, Published Author, Player (67)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
Judging by the movie, it seems like a faster, prettier and deadlier version of this game: http://blog53.fc2.com/k/king75/file/owata.html
Experienced Forum User, Published Author, Player (67)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
When you've painstakingly done the first 25 minutes of a long movie for a game that can just not be hexed. Then someone finds a way to save 1 frame in the very first level. Not really enough to start over, but enough to be really disappointing... (actually, I realize it's not the worst thing ever, but this thread needs some variety) Also, when you want to do a game, but then you find out it's one of only a tiny handful of games which are not supported by the emulator, period.
Experienced Forum User, Published Author, Player (67)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
Ferret Warlord wrote:
The Neverending Story by Michael Ende. The second half is MUCH better than the second movie.
Aah, I remember devouring that book as a child. I must have read it a million times. I've always been afraid to re-read it because I thought it might actually be horrible. Maybe I'll pick it up now. I suppose I would recommend "Sock" by Penn Jillette and "Parasite Rex" by Carl Zimmer. The former is a crime novel told from an interesting perspective, and the latter is a science book about parasites, how they live and reproduce, how they exploit their hosts, etc. Really interesting and fun, both of them.
Experienced Forum User, Published Author, Player (67)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
I got a new phone, a shirt, a tie, a box of chocolates, and .... uh, nothing else. Oh, and some shaving stuff I will never ever use. I own everything I want and don't want any presents (except my phone, because my friend insisted on giving me something, and I needed a new phone, and it also helped that I wanted the most basic/cheap phone possible, with a black&white screen and no camera/other unneeded crap).
Experienced Forum User, Published Author, Player (67)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
Raiscan wrote:
Merry Christmas from the UK!
Saturn wrote:
Germany of course. :-)
Am I right in remembering its tradition to open presents on Christmas Eve there?
I'm not sure about Germany, but here, we do just that. The unicycle I gave my brother was a HUGE success. He LOVES it.
Experienced Forum User, Published Author, Player (67)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
Gleðileg jól. That means have a happy Yule.