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Brawl delayed to March!(express your anger)

I am absolutely flabbergasted by the amount of hype and anticipation for this game. I guess I just don't get it. I'll probably pick the game up, as I am sure that it's really good and will be a blast to play when I have friends over, but I could really care less that it's been delayed so many times!

Balance

author=divinelight link=topic=619.msg8180#msg8180 date=1201594134
2. limit the EXP, like Suikoden Series if you've gone too far, you cannot levelup.

The Suikoden series is a bad example. In those games, you are always overlevelled and the battles are just a complete joke.

It's -52*C with the wind chill!

It's similarly cold in my area right now. What's awesome is that it's cold enough where the temperature numbers in Fahrenheit and Celsius are about the same.

What's awful is that it was 40 degrees F yesterday (above freezing), and rained all day and evening. When the temperature plunged about a full one hundred degrees overnight (!), a massive amount of ice formed -- my car doors were sealed shut this morning and the drive to work was extremely harrowing.

FUNdamentals of RPGs Part V - Rewards

You mentioned punishment in video games but did not talk about it very much. I think that this is very relevant to the homebrew game-making scene.

A lot of homebrew RPGs tend to focus on punishing the player, or in providing obstacles for the player to overcome. If the player does the wrong thing, then he is punished. If the player does the right thing, then he is not punished -- and often, this is really the only kind of reward that the player gets. I think that compelling game design focuses and providing the player with obstacles that they can reap rewards from without being punished. Making the player feel like he is being punished or disciplined makes him unhappy and is generally a bad way to approach designing a game (see Phylomortis or Contra).

I have 1000 wii points burning a hole in my pocket...

author=Canuck link=topic=576.msg7918#msg7918 date=1201092047
Or Broad Sword.

I'm going to stick with Brothel Stud.

~Compositions~

I listened to these the other day and I liked them a lot! Your composition has a silky smooth polish and is destined for the background of some Hollywood movie someday.

Devil May Cry 4 Demo

author=kentona link=topic=605.msg8050#msg8050 date=1201293765
So, what do you do in it? Play Pinball or hack zombies or drive a zamboni or what?

Actually it would not be out of the question to receive, as a weapon, a zamboni that shoots pinball machines at zombies.

Anyway, the Devil May Cry series is a series of excellently-built character action games in the vein of Ninja Gaiden or Onimusha. You explore, solve simple puzzles, and kill hordes of well-designed enemies, usually in churches, with an extremely tight combat engine that feels more like a fighting game than a brawler. It's a little like survival horror with less survival and more electric guitars.

The series' thematic material is always extremely ridiculous; in the third game I recall getting an electric guitar that would shoot at the enmies bats that had electricity coursing through them. It could also transform into a giant scythe. I also recall the main character being particularly offended when a demon burst into his office during the beginning; he was not that concerned that he had just been stabbed in the heart six times, but he was extremely disappointed that his pizza had been trampled in the fray.

FUNdamentals of RPGs Part IV - Quests and Objectives

author=kentona link=topic=607.msg8058#msg8058 date=1201300113
First Roll:
If Roll is: The action of the quest is to:
1 Liberate/Recover/Intercept
2 Destroy/Kill
3 Guard/Defend
4 Transport/Escort/Journey To
5 Create/Build/Summon
6 Gather Information About

Second Roll:
If Roll is: The object of the quest is to:
1 Item
2 NPC
3 Message/Data
4 Secret or Dangerous Location
5 Magical Equipment/Technology
6 Monster

QUEST RECEIVED: Destroy/Kill target Message or Data




Man your fundamentals of an RPG series is actually pretty cool because some RPGMakers don't really understand the basics of game design in the beginning.

2007 Misaos

author=Karsuman link=topic=569.msg8028#msg8028 date=1201281491
The problem with the sound design award is that it really falls under the category of atmosphere. And since it's often a very subtle thing (despite being important), it'll be hard for anyone to really remember a game that specifically had good sound design by the time the Misaos come around.

I really, really disagree. Atmosphere is a function of visuals, setting, and sound design. If you were going to discount the importance of sound design, then you might also just remove the categories for Best Writing as well as Best Graphics because those too contribute to atmosphere. While sound design may not seem important to you, to certain authors and certain players, it is extremely important and an area that some people invest a lot of spectator attention or creator effort into. If you are going to split hairs in other categories (such as separating Best Male Protagonist and Best Female Protagonist), I would encourage you to split hairs in regards to the things that please (or terrify) our ears.

If you want to whittle down categories, I would recommend you look at the categories that do not encourage individual talent. Best Musical Score, for example, is separate from Best Original Score -- in effect, with the first award you are recognizing one's ability to cherry-pick and plagiarize and giving the award equal weight as compared to an award to the hard-working amateur composer. Does it *really* matter that the author stole his music from an anime that has better music than his competitors that did the same thing? You certainly aren't recognizing authors who draw better maps with stolen tiles, afterall. This comment extends to Best Graphics vs. Best Original Graphics.

We Did It First screenshot thread

author=Illustrious link=topic=5.msg8007#msg8007 date=1201250031
In the year 1276, no one understood hockey...

Hey so you're back online?