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356061 Posts in 14459 Topics by 2262 Members
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6451  Media / The Soundroom / Re: Song of the Moment: The Original RPGFan Post Count +1 Megathread on: September 10, 2009, 01:54:24 AM
Fleetwood Mac - You Make Loving Fun

(christine mcvie reminds me of a man)
6452  Media / Miscellaneous Games / Re: New 2-D Sonic game from Sega on: September 10, 2009, 12:20:38 AM
Let me qualify that by saying that I don't think Sonic's really particularly fast anyway and that video you linked to sort of illustrates why. You get a lot of points where you're waiting in some elevator/corkscrew thing, or have to tread carefully around enemies. It's not consistent speed. You NEVER get really consistent speed.

Alternatively ou also get levels that seem like they're half on autopilot. I don't like it when games feel like they're playing themselves.
6453  Media / Single-Player RPGs / Re: Which series has gone the longest without a dud? on: September 09, 2009, 10:26:23 PM
What was *balanced* about FFVI's gameplay?
6454  Media / Single-Player RPGs / Re: Which series has gone the longest without a dud? on: September 09, 2009, 05:22:42 PM
Suik 3 isn't Suik 2, Gen. Duh.
6455  Media / Miscellaneous Games / Re: New 2-D Sonic game from Sega on: September 09, 2009, 05:22:21 PM
Sonic's pretty much my least favorite 2D sidescroller. The levels look random-as-hell, there's no variety in the gameplay at all, and the only point is speed. Sonic 2, I mean... Chemical Plant and Casino night played sort of differently, by virtue of one being underwater and the other having those annoying pinball objects scattered around, but -- and honest to god, I DID beat the game -- everything else was just forgettable and samey. It just feels like a longish tech demo and not much else. There aren't any puzzles. The boss battles aren't anywhere near as anything from your average Treasure game. There's nothing really as memorable as the Vortex Queen, and you don't see a lot of visual/area variety within a single level like with Vectorman. You just... run right, as fast as possible.

Maybe it'd be different if I had any sort of nostalgic connection to this series*, but I didn't get a Genesis till I was in 7th grade so it's not like I grew up playing these things.

* Actually, I do, by means of Sega Smash Pack. That's the funny part!
6456  Media / Single-Player RPGs / Re: Dragon Quest VI appears on: September 09, 2009, 05:09:01 PM
Quote
Anyhow, it appears to use the same exact engine as IV and V does, which I really liked.

DQIV and V DS both looked a hell of a lot worse than DQ6 did in its original incarnation. I mean, they pretty much looked exactly like DQ7 did, which looked a hell of a lot worse than DQ6 did.

Why not avoid the effort and just release a straight-up port? It'd look nicer and get done quicker. Does 6 even need remade?
6457  Media / Single-Player RPGs / Re: Which series has gone the longest without a dud? on: September 09, 2009, 02:31:18 PM
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Translation: it's an rpg from japan, and it's old, therefore it must be complete shit.

Absolutely!
6458  Media / Single-Player RPGs / Re: Which series has gone the longest without a dud? on: September 09, 2009, 11:28:27 AM
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...so FF4 is mediocre because it's a JRPG?

It's mediocre because it's a JRPG from... 1992? and the genre's really managed to transcend its inherent mediocrity since then.

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And I don't think a handful of extremely obtuse and hard-to-activate glitches makes the game "glitchy".

There's a rather large handful of extremely obtuse and hard-to-activate glitches along with some less obtuse and easier to activate glitches combined with some things just not working.

The problem with the World of Ruin is that by that point, everything you do depends on how you build your characters via equipment and esper. Their personal skills become mostly useless by that point, so everything unique about them sort of falls off, and the only strategy at that point i just determining who has the best straight-up stats and then spamming their best attacks.

Also the entire game has some goddamn atrocious dungeon design throughout. Well, no. Just boring. Goddamn atrocious would be something like Phantasy Star 2. They're also low on interactivity, from what I remember?

http://www.fantasyanime.com/finalfantasy/ff6/images/ff6gba_map49-FanaticsTower.png I Just CANNOT fathom the amount of time and effort they must have put into this.
6459  The Rest / General Discussions / Re: RPGFan Community Photo Thread: 2007 Edition on: September 09, 2009, 03:50:07 AM
Speaking of winters, I hope all my trees don't die this year like they did last year. That was sort of crappy especially since those were expensive trees.
6460  Media / Single-Player RPGs / Re: Which series has gone the longest without a dud? on: September 09, 2009, 03:43:24 AM
Neither is hardtype. Hardtype is slow as hell. I might've had a better opinion of the game if I hadn't played Hardtype, but honest to god, that thing's a mess.
6461  The Rest / General Discussions / Re: RPGFan Game Journal XX - Sharpened Pencil Midnight Bathouse on: September 09, 2009, 03:42:46 AM
Funnest way to kill the sisters is to break them by draining their MP. This is dependent on A) Having daisoujou. B) Your main having MP Drain. C) Someone else having MP drain. Well, at least two of those need to be true. Daisouhou also drains HP when he drains MP because he's that awesome.

So anyway, do this, kill the healer first, and they can't do jack. Then you're just wailing on them.

It's awesome.
6462  The Rest / General Discussions / Re: The Gaming Intelligence Agency is back! on: September 09, 2009, 03:37:59 AM
Dammit no send them back :(
6463  Media / Single-Player RPGs / Re: Which series has gone the longest without a dud? on: September 09, 2009, 02:23:28 AM
FFIV is mediocre in the sense that it's sort of like a game only with most of the gameplay and decision making and hands-on-ness removed.

FFVI is mediocre in the sense that it's buggy, poorly balanced, and falls apart in the second half.
6464  Media / Single-Player RPGs / Re: I can make games? Journal on: September 09, 2009, 02:19:39 AM
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though planning to take some courses to enrich myself

Programming courses are generally bad. Just find free stuff online and mess with it on your own.

So in regurnds* to Quogue**, I need to restructure my objects a lot. Currently, for collision detection, I have a bunch of loose functions. checkWallCollision, checkFloorCollision, etc. For check what the current player is running into. However, in this particular case, I also have projectiles, which should have their own wall/player collision detection routines. One possibility is overloading the function, which is sort of a kludge and not really expandable and not at all reusable.

Again this is something where proper inheritance would make things easier. I can think of some pointery wizardfuck*** to emulize it though. We shall see.

Also moving my input functions from MoveFunctions.bas to InputFunctions.bas is breaking them and I can't tell why because I'm just copying and pasting exactly :/

---edit---

Fixed this. Apparently MoveFunctions.bi had a mismatch in the function declaration in the header and in the definition. Predictably, this was causing the linker to freak out. Less predictably, it was causing the compiler to say something was wrong an an entirely different header.

So if moving stuff around broke it, honest to god, why was it even running in the first place :(

I need to restructure my code. The fewer variable I have to pass the better.

* This is a portmanteau but I forgot what it's made of :<
** also a portmanteau. This means Quake-Rogue.

*** Ahem. I believe that you can get a similar effect using composition instead of inheritance. That is to say, I'd have a base actor class that has, as a component, one or more more specific... classes. So instead of having Dog and Cat inhereit from Animal, I'd have Animal either be made of a dog or a cat. Sort of. IDK :T
6465  Media / Single-Player RPGs / Re: I can make games? Journal on: September 08, 2009, 11:18:24 PM
Direct3D's outdated now. It's all XNA up in that bitch.

Anyway, so projectile drawing/making code... works. Now I need projectile moving/collision detection/deleting code. Huzzah!

and I need to redesign all of my classes. I think I'll not do that and instead just design them right the first time when I move on to making an RPG.
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