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SOVANJEDI'S PROFILE

I am the co-founder of Flash games developer Megadev. I am responsible for all art assets, including in-game graphics, animations, frontend, titlescreens, marketing materials and general digital illustrations.

As an RMer, I created two critically acclaimed games/demos: NigSek: A Monster's Tail, and Idunn Ymiraldor. I have also made a few assets for people to use in-game such as tilesets and monster graphics, which are public domain.

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Advertising in a siggy brought me here

Whoa, those post sig ads actually worked? Well I'll be.

Sovan Jedi's art topic of arty farty fun!

Added Dante and the Clockwork Zombie. I might make another cheap update out of those MS Paint pictures I'd been doing for NeoGAF next too.

Games you think should be on RMN

I'll get NigSek and IY up sometime soonish, since people have asked so kindly. But I expected better from you MrY for getting the name wrong. :(

Japan Time

author=MK634 link=topic=38.msg1174#msg1174 date=1182962071
Originally Posted by Sovan Jedi
I never said that it was a confirmed thing that her Final Smash would trigger the transformation, it just seemed the most likely thing based on what we have already seen. Plus they might make it more tempting by making her Final Smash something REALLY powerful (you remember the size of it in the trailer, right? Something of that speed, power and range is bound to have some payoffs.)

Your theroy has but one flaw in it's design. How can you justify using a move that can be activated during battle once as the means to change from one form into another without gimping the character? If Samus requires FS to change into ZS how would she be able to change back? Should only PS Samus have a FS and not ZS? Will I stop refering to things in an abbreviated maner? Should players have to learn how to play both characters without any guarantee that one of them will ever see the light of day? How would you be able to train as that character? And what will become of all that Zero Suit Samus character focus over the past coverage?

It's a REALLY REALLY WELL-KNOWN fact that when you select Zelda on the character screen in Melee, if you hold down a button before the match starts you begin straight away as Sheik. They can do something like that for Zero Suit Samus if you prefer fighting as her.

Japan Time

Aisde from that wossisname also said that Zero Suit Samus is much faster than regular Samus. She probably has better melding moves too.

I never said that it was a confirmed thing that her Final Smash would trigger the transformation, it just seemed the most likely thing based on what we have already seen. Plus they might make it more tempting by making her Final Smash something REALLY powerful (you remember the size of it in the trailer, right? Something of that speed, power and range is bound to have some payoffs.)

Needless to say this is all speculation, but I like speculation damnit.

Japan Time

author=prexus link=topic=38.msg1125#msg1125 date=1182831306
I still don't understand what the obsession with assuming Zero Suit Samus isn't a standalone character is.

Was Sheik introduced as a separate character from Zelda for SSB:M? I don't think so.

Actually you're not quite right on the last bit - Sheik was introduced as a unique character long before Zelda herself was shown in playable form. It was also the reason why demo versions of Melee wouldn't let you play as Sheik for fear of Zelda being discovered.

author=mk634
Now if only they would come out and tell us how both Samus's Zero Suit and Zelda's Sheik come into play.

Most signs point to Zero Suit Samus being to do with whatever Samus' Final Smash is, provided that the huge laserbeam attack in the E3 '06 video is indeed her Final Smash - once performed it seeps the power from her Suit and leaves her with just her "emergency" gear, i.e. Zero Suit. Also didn't the previous website say that she would change into it if she took enough damage?

Sovan Jedi's art topic of arty farty fun!

As if I will really ever continue on with these... ???

I posted these animated .gifs on the office forums as a showcase for my progression on each of these images. I'm fairly positive I've shown them off plenty of times anyway, which is why I am going to make your head bleed out of spite by showing them again! Ahahaha!

Both these images are WIPs using Corel Painter 9 and a Wacom Intuos3 tablet. I'd estimate that there has been about 4 hours work in each image at the current progression.


This be a character from the defunct-for-a-long-time Idunn Ymiraldor, named Levian (who also appeared in a Maya project in college). This actually derived from a sketch I did years ago of the exact same character and the exact same pose in traditional pencil-and-paper media, and I really wanted to "remake" it to do it justice. I swear I will finish this one day.


This was a piece of concept art for a shooter I proposed at work titled Screwshot. Heavily inspired by the sickly sweet Pop n' Twinbee, the girl (yes) pilots an interchanging ship which can sweep up broken weapons from the sky and pile them on as a sort of tiered powerup system. You could say "Twinbee meets Tetris" in a way. Too bad it never went anywhere.

I promise that once I actually have some NEW Painter images done I will update this topic with them. Or just post my old work, over and over again. I need to get some new stuff done. Hrm. :'(

(BONUS: Some other sketches I just found to go with the shooter game concept! I'm only linking them because they are huge sketches and I can't be arsed to resize them.)

http://www.jontendo.co.uk/gfx/Duke_Saitarie_Crux.jpg
The main villain of the piece, Duke Saitarie Crux.

http://www.jontendo.co.uk/gfx/Pa_Grambles.jpg
The heroine's dad, Pa Grambles.

EDIT: 1st July 2007:


Lucky you, this is an entirely new piece! Meet my newest creation, Danté Swashboot! Although he was created with the idea of usage in a game he was not specifically created for anything in particular. I just doodled him one day and decided to commit him to digital form. You can probably see the natural inspiration from various Mario artwork in him, although I started off trying to emulate the Nippon Ichi style. Work that one out.



Another semi-original piece, the Clockwork Zombie. Somebody just asked me to sketch one of these one night, and so I did. Simple as that. Wasn't used for anything and never will be.


Sketches for a Bowser sprite to be made for the homebrew fighting enging M.U.G.E.N. - This fad died pretty much the day I started it, so no hopes of it coming into fruitition anytime soon.

Japan Time

Ahem, we had Isle Delfino, that's pretty recent as far as these things go.

Game Length

To me, length isn't as much of an issue as I thought it would as I got older. Of course I have less time to devote to games nowadays than I used to, but it does not mean that I will turn my nose up against games that boast tens of hours of gameplay. But what really gets me these days is the time it takes to get into a play session of a game, or just as importantly how long it takes to get out of a play session.

Take for example my rather unashamedly lengthy 200+ hour playtime of Pokemon Pearl so far. In most cases that is a ridiculous amount of time to devote to any one game. However several plus points to the game (not to mention the DS design itself) means it takes mere seconds to jump back into the game, in exactly the same position as where I first left it, and crack right down to business. Not only that, but the time it takes to leave the session and still keep my progress is even shorter - in fact it is simply a case of closing the DS lid shut and putting it away, which is an absolute lifesaver provided the battery stays alive when in sleep mode. There is no time needed waffling through menus, loading screens or walking back to where I was. Minimun setup time, maximum playtime, where I want it and when I want it and however long I want it.

How does this apply to RPG Maker games? Rather a lot, actually. While RM** games have the added bonus of not needing to worry about too many frontend menus and loading times, several elements in the design of the game can interfere with the playtime. Slow walk speeds, slow stop-start menu screens and backtracking to find that save point so you can save and quit the game make the game drag on and feel too long no matter how lengthy the game itself takes to play. If all of this was fixed then I would have no qualms about games boasting big playtimes.

So the quick conclusion to this rather wordy chinwag is, it's not so much how long it is but what they do with the time that's important, and if it's wasted on a poorly-designed inner system then I have no time for that.

Congratulations

Yeah, well done and all that. Took you long enough!

Well at least I'll try to support the good cause and help make this site stay not-deaded as long as possible!