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The Most Hardcore Boss Music
The Most Hardcore Boss Music
In your opinion, which series fans are the worst?
author=GreatRedSpirit link=topic=2840.msg54535#msg54535 date=1231389899
Did you ever play that Sonic 2006 for the 360/PS3? 10-15% of the game is loading screens and the actual gameplay is summed up as "Terrible" with the piss poor controls being a great contributor. The plot is some sort of Sonic meets Final Fantasy kind of deal thats so terrible the only good part of the story is when the story writes itself out of existance.
Some of the music wasn't bad but that's about the only good thing I can think of about that game.
What does that have to do with Sonic fans? Even Sonic fans thought that game was shit, and you can't blame them for giving it a chance at first - that's how you actually have an opinion on a game.
In your opinion, which series fans are the worst?
author=D-Bones link=topic=2840.msg54459#msg54459 date=1231364540
SONIC FANS.
Ironically, I find the Sonic fanbase to be the most unpleasable fanbase ever built, and I'm a Sonic fan myself. Of course, it's ignorant to group us all together and say we're all the same, but I won't hold it against you.
News Flash with Kermit the Frog [7 Reasons the 21st Century is Making You Miserable]
Official (because I said so) RMN Questionnaire.
Pretty empty profile, here.
Name: Joevan Antoyne Salmon-Johnson
Birthdate: October 8th, 1987
Birthplace: Culver City (Los Angeles County, California)
Current Location: Los Angeles (Los Angeles County, California).
Eye Color: Brown.
Hair Color: Black.
Height: 5'7.
Weight: Unknown.
Zodiac Sign: Libra.
Ethnicity: African American.
Body Type: Skinny.
Favorite Food: Pasta.
Favorite Drink: Sierra Mist.
Favorite Animal: n/a
Favorite Movie: n/a
Favorite Band/Musician: n/a
Best Physical Feature: My eyes.
Fears: The feeling of loss.
Siblings?: Four
Least Liked Family Member: n/a
Political Affiliation: None.
Drink: N
Smoke: N
Shoplifted: Y (As a baby)
Skinny Dipped: N
Had Sex: N
Been Dumped: N
Had A Boyfriend/Girlfriend: N
Have you ever been in a fight?: Y
Have you ever been beaten up?: Y
Favorite childhood cartoon: n/a
If I woke up as the opposite sex, I'd...: Panic.
Are you still friends with people from kindergarten?: No.
How many pillows do you sleep with?: Two.
What books are you reading?: None.
Have you ever fired a gun?: No.
Whats your biggest social weakness?: Anticipation.
Piercings/Tattoos? No.
Is there anyone from RMN you'd date?: No.
Name: Joevan Antoyne Salmon-Johnson
Birthdate: October 8th, 1987
Birthplace: Culver City (Los Angeles County, California)
Current Location: Los Angeles (Los Angeles County, California).
Eye Color: Brown.
Hair Color: Black.
Height: 5'7.
Weight: Unknown.
Zodiac Sign: Libra.
Ethnicity: African American.
Body Type: Skinny.
Favorite Food: Pasta.
Favorite Drink: Sierra Mist.
Favorite Animal: n/a
Favorite Movie: n/a
Favorite Band/Musician: n/a
Best Physical Feature: My eyes.
Fears: The feeling of loss.
Siblings?: Four
Least Liked Family Member: n/a
Political Affiliation: None.
Drink: N
Smoke: N
Shoplifted: Y (As a baby)
Skinny Dipped: N
Had Sex: N
Been Dumped: N
Had A Boyfriend/Girlfriend: N
Have you ever been in a fight?: Y
Have you ever been beaten up?: Y
Favorite childhood cartoon: n/a
If I woke up as the opposite sex, I'd...: Panic.
Are you still friends with people from kindergarten?: No.
How many pillows do you sleep with?: Two.
What books are you reading?: None.
Have you ever fired a gun?: No.
Whats your biggest social weakness?: Anticipation.
Piercings/Tattoos? No.
Is there anyone from RMN you'd date?: No.
Midi's Versus MP3s
ADX is compressed, has comparable quality to MP3, and it loops almost perfectly, but the songs that would gain the greatest advantage from it (songs with intros and distinct parts) reach 10 MBs on average when converted. Worth it if you're really anal about looping like I am, but otherwise you'd best look into LOGG for the next best thing.
Pictures of your desktop!
RPG Mechanics III : Random Encounter Design Theory
author=Feldschlacht IV link=topic=2765.msg52505#msg52505 date=1230240380
... If everyone just went 'hey I'm just gonna work on my game instead of partaking in discussions to make it better and learn better game design', we'd have a lot better games in the community.
I think it hurts your case that you just spelt out why Craze has a right NOT to read this thread.
RPG Mechanics III : Random Encounter Design Theory
I don't have an un/official RPG project, but I do collect ideas for one when they come to me. Note that my notes are for an event-driven, tactical RPG.
Firstly, I appreciate both kinds of encounters. Random encounters break monotony when done right, but lack control which frustrates players focused on achieving progress outside of combat. Inversely, fixed combat gives you freedom of engagement, but lead to predictability. The solution I propose is to use both. Similarly to FFT, locations have important fixed battles, and then random battles after the story event has been completed. It fixes the problem with Disgaea's way of fighting the same opponents all over again. Too much unpredictability, and the player becomes lost; too little, and he becomes bored. Capture both, and you're right on the money.
Secondly, I'd explain random encounters as rival teams standing in your way. You're a business that seeks to profit in collecting resources and treasures, and other businesses that reach those resources before you pose a threat. Sometimes, it is not another group that antagonizes you, but the local threat that has not been fully purged. (wildlife, monsters, evil spirits, etc.) And at other times, these conflicting forces are caught waging war against each other, and you're stuck dealing with them all at once. (after all, your rivals can't profit when monsters are in their way, either)
Thirdly, I'd like to use rules to determine enemy strategy, but allow some enemies to be somewhat invulnerable or neutral so the player is encouraged to mix-up their offense instead of exploiting the same attack or spell repeatedly. Combat style would change based on the over-arching types of enemies the player encounters. For example, a group of ghost may require using distance and light based attacks, while a group of terrorists may need to be dealt with in one quick burst before they're able to retaliate.
Lastly, boss encounters would be distinguished by one distinct enemy that requires more than simple offensive tactics to defeat, and may be greatly vulnerable to changes in the environment caused by the player (falling rocks, for instance), which may also restrict the player's actions. Both the boss and its encounter would be divided into parts. I'd take a book from Kingdom Hearts and divide boss music into "tiers" and "character themes." (weak bosses would use one song, stronger ones another, and specific characters their own songs)
Firstly, I appreciate both kinds of encounters. Random encounters break monotony when done right, but lack control which frustrates players focused on achieving progress outside of combat. Inversely, fixed combat gives you freedom of engagement, but lead to predictability. The solution I propose is to use both. Similarly to FFT, locations have important fixed battles, and then random battles after the story event has been completed. It fixes the problem with Disgaea's way of fighting the same opponents all over again. Too much unpredictability, and the player becomes lost; too little, and he becomes bored. Capture both, and you're right on the money.
Secondly, I'd explain random encounters as rival teams standing in your way. You're a business that seeks to profit in collecting resources and treasures, and other businesses that reach those resources before you pose a threat. Sometimes, it is not another group that antagonizes you, but the local threat that has not been fully purged. (wildlife, monsters, evil spirits, etc.) And at other times, these conflicting forces are caught waging war against each other, and you're stuck dealing with them all at once. (after all, your rivals can't profit when monsters are in their way, either)
Thirdly, I'd like to use rules to determine enemy strategy, but allow some enemies to be somewhat invulnerable or neutral so the player is encouraged to mix-up their offense instead of exploiting the same attack or spell repeatedly. Combat style would change based on the over-arching types of enemies the player encounters. For example, a group of ghost may require using distance and light based attacks, while a group of terrorists may need to be dealt with in one quick burst before they're able to retaliate.
Lastly, boss encounters would be distinguished by one distinct enemy that requires more than simple offensive tactics to defeat, and may be greatly vulnerable to changes in the environment caused by the player (falling rocks, for instance), which may also restrict the player's actions. Both the boss and its encounter would be divided into parts. I'd take a book from Kingdom Hearts and divide boss music into "tiers" and "character themes." (weak bosses would use one song, stronger ones another, and specific characters their own songs)