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Everything posted by Segataritensoftii
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Ogrian Carpet looks like a pretty good Magic Carpet clone. It hasn't been updated in a while, though. Still, I'd advise you to give it a go as Magic Carpet is a fantastic game.
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Florida AG concerned about Wii Manhunt 2
Segataritensoftii replied to 8th lutz's topic in Nintendo Wii / Wii U
I think the main reason for all this controversy is that all these people still think Video Games are still kids stuff. They just can't accept that the gaming population has grown up and moved on. -
Your thoughts on franchises gone 3D?
Segataritensoftii replied to Segataritensoftii's topic in Classic Console Discussion
I see someone was influenced by my writing! That's a pretty funny (and for me, somewhat embarassing ) signature. I've played Alpha Waves, a very early polygonal 3D platformer (I think it was the first) by Infogrames. I don't seem to remember having many problems with the camera. I, Robot, a third person 3D arcade game that came earlier and was probably the first third person 3D game period,, also handled the camera rather well. It seems to be the ones that had automatic camera switching and/or huge levels that have problems. Take Avara, for example. It's good in the first person, but when you switch to third person, you get a camera that swings around the whole F*cking level trying to find your character in the jungle of barren, flat shaded polygons. It keeps swinging until you throw up. and when the stupid camera actually DOES find your position, you're often stuck looking at your character's ass. Sure, it was the first camera of it's kind, but there had to be a better way than this! And shockingly enough, Blocks 2001, made many years after Avara, has this same problem! And most of the levels in that game are minuscule compared to Avara's! Alpha waves, on the other hand, has a good, steady camera that doesn't move except for the purpose of following your player. Camera controls are intuitive, and the non-slippery, responsive control coupled with your shadow makes it easy to track where you are going to land. I, Robot further reduces the need for a controllable camera even more by giving you a bird's eye view of the levels. Personally, I think they threw out most of the lessons learned from trying to perfect a 3D camera around the time Super Mario 64 came out. -
SEGA CD Alpha, Beta, Review ~ is there a market?
Segataritensoftii replied to Game Rogue's topic in Prototypes
If you could turn up a Sid & Al's Incredible Toons proto, I would be thrilled to atoms. I would be very interested to see how an Incredible Machine style game would do on the Sega CD. What I'm most interested in, however, is if there was a superawesome FMV intro with Sid and Al trying to kill each other. -
Where can I find "F8 of Nations" VESwiki used to have it, but it appears to be down. I think I have a copy somewhere, though. I'll see if I can dig it up. Cool... it must be the only Channel F homebrew ever. Not the only one. There were also a few others like Pac Man and Tetris. There was even a homebrew multicart.
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Are you typing from a terminal that only does uppercase letters?
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2 PS1 original paintings
Segataritensoftii replied to Buyatari's topic in Classic Console Discussion
Absolutely gorgeous. Would you mind removing the watermarks? I would like to see these in their full glory. -
Apparently, I had some of my settings changed when I clicked on a google link to this site. Now all the posts are displayed in a weird mode where you can only look at one post at a time. It makes reading a thread frustrating and require too many clicks of the mouse. I need to know how to change it back to the default style. Thanks!
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I'm sure all of you who played Play Station back in 1995 remember Robbit, a lovable robo-rabbit character who leaped onto TV screens of the select few who ponied up the money for a brand new PSX. Later on, he was often ignored in favor of other characters such as Crash Bandicoot and Spyro. His third and last game, Robbit Mon Dieu, was released in 1999. Scorned by the fans, it never got over to the US, or anywhere outside of Japan, for that matter. I'd still like to play it though. Ever since we last heard from him in 1999, we've longed for a new sequel to the fantastic adventures of Robbit and his attempts to stop the evil Baron Aloha or the crazy Captain Kabuki. The closest we ever got was a budget download of the first game on PSP that, as of now, you need a PS3 to download. What if I told you that a new Jumping Flash was being worked on? That's exactly what I'm doing. Jumping Flash 4 (working title) is planned to be longer (8 worlds with 3 action stages and one boss, final world has 2 levels and 2 bosses), harder (extra mode will actually put up a challenge), more imaginative (2 hints, a motor boat with a rocket nozzle on the bottom, and a giant tree with giant clothes hanging off it.), and have more secrets. As for music, here's a little sampling.Banana_slumber_party_OC_EF5.mp3 That was taken form OCRemix. I'll try to give credit when the credit is due, however. An FAQ: Q: What is this game being made in, anyway? A: The game is being made in Blender, an open source 3D modeler and game creation system. The platform is a PowerMac G4/500Mhz running Ubuntu Linux and the Gnome desktop. Q: When will it be released? A: I will not have a concrete release date, as I feel that puts too much pressure on me to release a good game. However, binaries will be released quite often. I hope to release the first one by the end of next week. Q: Can I submit my suggestions or anything else to help you in the creation of your game? A: This being my first 3D game, I'll need all the help I can get! Submit anything. Models, scripts, music, level designs, textures, you name it! I have a few submission rules, however. -It's very difficult for me to convert MP3s, so make sure your music submissions are in Ogg Vorbis instead -I recommend that your model submissions be made in Blender. Fortunately, Blender is available for every platform in the known universe, so it shouldn't be hard to find a copy for your platform. -Keep your submission sizes in moderation. I want this to at least fit on a single CD.
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Brushing up on my humor skills...
Segataritensoftii replied to Segataritensoftii's topic in Classic Console Discussion
Sorry about that. I just felt my post would seem incomplete without it. I'll try not to do it again. -
Some of you might have seen my recent topic about the Nintendo OMG (Please don't post there. It's a little too embarrassing for me to have it on the front page.). I've been trying to brush up on my humor skills. See if you like my article on the Sega N.EVER better. I still use huge numbers, but I've tried to refrain. The Sega N.EVER (Not.EVER), formally codenamed Perpetuality, is an in development game system by Sega. The system was conceptualized shortly after the release of Sonic And The Secret Rings. It is to be a very advanced system with negative 3 dimensional graphics capabilities, motion sensing capabilities, holographic disc support, and a VR feature with simulated smell and touch(at this moment, this feature is far from complete. The current system is a chair with angry bees and sandpaper in the pockets for touch, and a rose and moldy cheese for smell.). The system is to be backwards compatible with games from all previous Sega systems, using a revolutionary new ZISC chip design that can mimic the behavior of different systems. On June 4, 2007, Sega unveiled it's new system, then codenamed Longevity, to the public. Although the system was far from complete, the entire contents being a cardboard box with the word SEGA on it, people were cheering. In fact, the cheering was so immense that the entire building the event was going on in collapsed. The release date was slated for sometime in 1877, to compete with the light bulb and later, the phonograph. Unfortunately, the only time machine that had been invented before that had been wiped out by a catastrophic flood, and the next one wouldn't be invented for another ten million years. An executive at Sega soon found the person who thought of this ludicrous scheme, and fired him on the spot for being too naive. In early 2008, Sega revealed further specs. It was to have "Basic" and "uber" versions. The basic version would have 32,000 2 bit processors, be the size of a small room, use 12,000 watts, and have less of the backwards compatibility. The uber version would be the size of your fingernail, have all the features, and use 0.1 watts. Prices were -$1 for the basic version, and $599 for the uber version. However, Sega was having problems implanting the technology, and the release date had to be pushed back. The release date was being pushed so far back that employees changed the codename to Perpetuality and later made the official name N.EVER, jokingly referring to how long the project was taking. As the release date continues to be pushed back through the eons, people are speculating what the system will be like. So far, a concrete release date has not been provided, and it is uncertain wether the system will be released. Edit: oops, didn't know this was in classic gaming general. This should be in General Chat.
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If you haven't already heard of Tux Racer, I've heard that's a pretty good game. You might also want to try N(x86 only, as far as I know).
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My ideas were picked up!
Segataritensoftii replied to Segataritensoftii's topic in Nintendo Wii / Wii U
I just want this topic to stay as far away from the front page as possible. I would rather if people didn't post. -
I'm not surprised. Sega is trying to gear sonic at a much wider age group these days.
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Holy crap! It's Jumping Flash 2D!
Segataritensoftii replied to Segataritensoftii's topic in Modern Console Discussion
...Then it's a good thing there was eventually a Jumping Flash clone! Check it out. While Flying Jump 3 doesn't have the joyful and dizzying leaps(most of the time) of the Jumping Flash it's quite possibly based off of, or the appealing locales of JF, it's a solidly designed game well worth your time. And what's more, it has a level editor! The level pack you can download at FJ3's homepage has literally thousands of levels to bounce around in. The editor is also intuitive, even if you don't understand Japanese. To show just how intuitive, I have a couple levels I made to show you. first_foray_into_3D_game_design.zip The controls are Z to jump and choose a menu item, X to change the camera, esc to pause, and the arrow keys to walk around. Got all that? good. -
I was recently thinking about the soundtracks for some of those underrated games, mainly Socket: Time Dominator(Genesis) and The Incredible Machine(3DO). Sadly I can't provide a download link to them as I have no idea how to rip them, and they don't exist anywhere on the web(Well, maybe Socket exists, but not TIM3DO). They're really very good soundtracks, and it's criminal that they have gone unnoticed(Especially Socket). The Incredible Machine(3DO) has lots of very well composed remixes of the original IBM PC tunes that greatly improve upon the originals. "Polka" and "Fusion" stand out as some of the best. Socket: Time Dominator, a Sonic clone(like many in those days) with a weird chicken robot with a plug in tail, has some catchy and unique music with a very epic sounding feel in some parts. It is highly recommended you pick up the soundtrack, for it has many excellent tracks on par with the blue blur's game. Unfortunately, due to average level design, the music went highly overlooked and ignored by most of the gaming crowd. So, are there game soundtracks or individual tracks that you think deserve better? If so, why? I look forward to hearing your opinions.
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Your thoughts on franchises gone 3D?
Segataritensoftii replied to Segataritensoftii's topic in Classic Console Discussion
I can think of a few games that did Marble Madness like that. I don't know where they are at the moment, though. A 3D Combat? Never heard of it. -
Your thoughts on franchises gone 3D?
Segataritensoftii replied to Segataritensoftii's topic in Classic Console Discussion
Ok... Now I'm starting to find out that The Incredible Machine doesn't work in 3D. I played Ars Physica, and it was totally bizzare. I couldn't figure out where to put the parts. Worst of all, there were no shadow effects! I think one of the problems with this game is in the level design. They make the levels too much like the ones in the 2D Incredible Machine games instead of like actual Rube Goldberg machines you would build at home. This makes depth perception a chore, and ultimately drags down the whole experience. -
It's nice to see Atari Lynx MIDI music! I liked this. Keep up the good work.
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My ideas were picked up!
Segataritensoftii replied to Segataritensoftii's topic in Nintendo Wii / Wii U
Well I'm thinking of putting this on Uncyclopedia sometime... Quick! Somebody bump down this topic before it gets commented on again! -
The time has finally come! Wiiflash.org is making an engine capable of using the wiimote, nunchuk, and classic controller to enhance the gameplay of flash games greatly and potentially provide a way for small developers to take advantage of the Wiimote's features. It could also be used for MMO games, something the Wii's needed for a long time. There's also a version for the Papervision 3D engine, meaning we might be seeing some 3D games later on. Now all that's needed is a port to Flash 7(both the Wiimote engine and the Papervision engine) so we can play these games on the actual system.
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You said it better than I ever could have. Nanobot controllers as the future of gaming... What was I thinking?
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clueless gamers *Wii related*
Segataritensoftii replied to Atari5200's topic in Modern Console Discussion
Huh! A Star Wars lightsaber game! Who'd have thought?
