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Post by satoh on Sept 7, 2015 20:35:54 GMT -5
I can sum it up in two words: Zerg. Rush.
I recently obtained Heart of the Swarm, and I was not disappointed. Nothing is quite as satisfying as dragging somewhere close to 500 zerglings through an enemy encampment and basically insta-gibbing the entire base in one go. Firepower-be-damned, I have superior numbers and they're all expendable!
I'm also more than pleased by the custom map editor, which allows for the creation of generally any kind of custom content you can imagine... with enough effort. For example, one map is in fact a proper shmup.
I'm almost convinced a platformer would be perfectly feasible as well, though I'm not particularly eager to attempt it myself. For now I'm just learning the basics, but oh-boy do I have plans.
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Post by satoh on Sept 5, 2015 22:33:26 GMT -5
That sounds like a reasonable scenario. I don't think OCs in a potentially large RP or one lacking active-role canon characters to fill the roster, (I mean, aside from the Bonnes and Rock, there's not really many canons that could actually get into much of the action) is essentially bad... its really mostly about maintaining order in what an OC can be.
In the end, even if we all took up canon NPCs as roles, they'd basically be OCs anyway since they're only defined as much as NPC dialog allows... which is usually not much.
While I'm not certain I will finalize my decision on the role, I am hereby announcing candidacy for Yuna. Failing that I will likely adapt one of my regulars into a DASHverse equivalent.
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Post by satoh on Sept 5, 2015 21:37:24 GMT -5
Then you haven't planned your scenario fully. Every RP has to take into account the possibility and inevitability that some people will not move the plot forward in any way...
Others will in fact try to steer the plot away from what you intend if they see it going somewhere that bothers them...
And others still will simply want to idly develop their own self-contained story. That last one is really the one you have to think hardest about, because that encompasses the vast majority of RPers.
The most important thing to remember for any true RP, is that if you have a story you really want to tell, you will be disappointed in your players. You can guide the plot, but you can't really control it.
EDIT: and also, if you discount 'OC's you aren't really going to get many interesting characters. I can't think of anyone here that, playing themselves, would be well suited to an adventure story. A comedy, a drama maybe, a laid back slice-of-life, or in my case specifically, an incredibly boring series of monologues directed at no one in particular, followed by complaints about back pain and acid reflux, and tiny bits of macabre trivia.
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Post by satoh on Sept 4, 2015 12:59:22 GMT -5
Yes, those options are valid, but so is Pirate, given your power isn't like what the Bonnes' is implied to be. Whether or not it's common, you're still a Carbon. If the "no OCs" rule becomes a hindrance to who can join, I can still change it at this stage. I'm still unclear by what you mean by 'no OCs' honestly. Any character that is not canon to the series is an OC. (Unless technically you try to play a character that's from another series, which is not OC but is crossover, and should still be avoided)
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Post by satoh on Sept 3, 2015 21:17:50 GMT -5
I can give you a pretty firm maybe. You might want to more explicitly define "normal" though. One assumes not "pirate lord with many minions and a huge involved backstory" as that is kind of obviously out of the norm, but its a lot less certain if one would say "lots of augmented/prosthetic parts" is or is not normal for a Carbon... considering most carbons don't seem to be diggers, and even those that are, aren't universally shown to be all that... mechanical about it.
So, are 'digger' and 'has prostheses' valid? (And lets be honest here, even if we're just playing ourselves, that still is sort of OC, since almost no one here really lives in a world like DASH's. Not naming names.) And for that matter I imagine being myself in a different place at a different time would still be pretty bland, with my only-occasionally-biting-wit being the exception. (Unless you consider acid reflux and back issues interesting I suppose)
But anyway, depending on further developments, and whether I'm free at the time, I may well join... or not. I think I'd like to. I wanted to start an RP before, but I never had a solid direction to take it in so I never started a thread.
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Post by satoh on Sept 2, 2015 17:21:33 GMT -5
Worth mentioning, most games turn gravity off entirely for an object when its on the floor. So if you search for it while you're on a platform, you'll probably corrupt your search. For best results you'll need to search only in mid-air.
Probably sounds weird from a physics standpoint, but it is necessary from a programming standpoint.
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Post by satoh on Aug 31, 2015 17:28:23 GMT -5
I don't have a clue where to look for his gravity unfortunately. I just know that a lot of games do it that way, and this may be one of them.
If I had to search for it, I'd do a search for an unknown initial value across all data types (though it'll likely be an integer type anyway) and check for values that change when trigger is jumping, falling, and on the ground... There's no guarantee you'll find it this way, but that's why I prefer looking for hard values.
I know how the buster values go from 00-07, by question is whether... buster-max, I guess... its a special part you can only get in easy, whether that part sets all the values to 07, and thus, makes the buster a fire extinguisher.
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Post by satoh on Aug 30, 2015 21:13:45 GMT -5
Ah, I see you stumbled upon PSF(Playstation Sound Font) music the hard way. With a little knowhow that music can be extracted and played in Winamp, for a very lightweight efficient sound file. Also one that can loop infinitely.
so far I've yet to actually see any PSF rips from this game... If you stumble across the behavior again, do note where it happens in RAM, I'd like to see about getting some proper rips. (Some of the music from the OST is VERY short and clipped on certain tracks like Bola Speaks and Klaymoor Speaks)
As for max power buster putting out fires... What values are written to the buster stats array when you equip the Omni Unit Omega (or whatever its called... the one you get on Very Easy that gives you supposedly max stats)?
Also, try activating the normal buster with max stats in the intro mission, see how hard it is to save the flutter by SHOOTING AT IT INNUMERABLY!
EDIT: Final notes about the music... while the PC port does have generally uncompressed files, it uses non-looping recorded audio, instead of the regular PSF music... which is kind of funny since most of the other things in the game were left in their original data format, like the models and textures, which are identical.
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Post by satoh on Aug 29, 2015 16:50:38 GMT -5
Thanks guys, I put together this list specifically for PC and cheatengine/epsxe, but those address lists posted by Chiz are probably what I'm looking for. Again all the guides I've tried haven't worked for me, and I've been browsing the MMLS for years, just haven't had the time to put anything together until yesterday. I actually did all of the searching yesterday believe it or not What I'm looking for now is the "inventory" array. I found something else: 00B178F9 - Buster part inventory array
Some buster part codes that work start at 00~2x.
These numbers can be used for setting buster parts in different slots.
Impotant: I set this as an 8-byte value, tried memory editor for this region but it only likes a maximum of 7 parts. Maybe I'm too far into the address (offset)I don't know how far the address spans because it might be a fixed array or not. So far I can add 7 buster parts to the list using decimals. Anything past 7 will create strange effects. It doesn't seem to accept hex values from any of the above lists. Maybe just a HEX>DEC converter may work, but I haven't tried it. The buster modifier address for CheatEngine is at 00B17954 - 4 Byte value, 07 being the highest setting. You can go higher but anything past 7 will crash the game, even though the level sliders in game show it going past the box. I'm pretty sure this is known/documented. My weekend is free so I'm doing more scanning. I'd like to find the " Gravity setting" that is used in Elysium, I think that could be used anywhere as well. Anyone else found this address? It would kill me to see megaman jump super high. I've seen the moon jump and air walk, but could never get any of those codes to work. Assuming enemies and AI are on a set path in game, it should only work for Megaman himself. I will keep searching for the standard items/key items arrays as well, unless someone has some insight to these? I made a simple form on Cheatengine in Lua to change my special weapon to whatever I want. I haven't found the global variable for the current special weapon, only for the Ground Crawler so far. Some enemies are indeed affected by gravity, as they can be knocked down, and will fall off of elevated objects ... however It is not definite that there is a global gravity value, as one might expect. Many games from before the havok/physx era code each object's physics individually as it is generally easier to control that way. As for the gravity modifier code in Elysium, there may not be one that works outside of Elysium. Each room in MML2 has a certain amount of unique coding it can have, making it not obey the rules as you perceive them. This is not something easily observed, but it is a conclusion I came to when doing some routine tests probably not unlike what you're doing. My efforts came up with little apart from known code effects or amusing, but gamebreaking effects which for my purposes were useless. Here's a bit of info for you though, if you should be so inclined: If you can find the decompressed model files in the RAM, you can make a big head code. Though not a universal one, as you'd need one for each model in RAM. Chiz and I played with that for a while when messing with MML2PC, since all the models in it are decompressed by default. Don't have any more interesting hints to give you right off... but nice to see more codehackers around. EDIT: Oh, and about the buster parts list, you may need to modify the buster parts ID number when putting them into the list. I'd suggest compairing the known item ID of buster parts you've found, to the number written in equip slot when you equip it normally in the game. Look for an offset amount.. for example if buster part item ID is 031F, and the equipped number is 141F, then the next part is 0320, edquipped as 1420, then there's an obvious modifier of 0x1100. (Assuming I understood what you were implying about the array addresses anyway)
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Post by satoh on Aug 29, 2015 2:44:37 GMT -5
"Cheesy as shit" say you; "Dedication" says I. Lets face it, everything we do for weddings and proposals is a bit cheesy, but I think that's why people call it 'romantic' in the first place. Its knowing something is somewhat silly, or awkward or embarrassing or whatever the feeling the individual may have, but doing it anyway, to prove that their commitment is stronger than their fears or misgivings.
Now...
Can you give us a little more information about the number of pieces you might need? (even a general figure of 'more than 5' or ' less than 3' or 'as many as 40' or something could help)
Are you hoping for multiple pieces from multiple people, or all from one artist?
Will you be able to provide photo references for your portrayals?
Are you hoping for realism, cartoonish, anime/manga style, etc?
You don't have to give us your life story right here or anything. Simply the more we know about what exactly you're hoping for, the better we can respond to your wishes. I honestly wouldn't consider myself up to the challenge of doing a large body of work, but if you were per chance hoping for several individuals to help you out, I might be able to contribute. (And to be honest, I'm more than a little uncertain on the thought that I might fail to achieve what you need, but I'd like to see you accomplish your goal, just the same.)
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Post by satoh on Aug 22, 2015 2:45:01 GMT -5
I got my 3D printer today, made one print and then the second one went disastrous. A high poly Squirtle is now in progress :^) It is definitely a learning experience, but its very rewarding once you learn the ins and outs of it.
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Post by satoh on Aug 21, 2015 15:22:22 GMT -5
Recently I've been watching a lot of 80's cyberpunk. stuff like Alien, Aliens, Bubblegum Crisis, Black Magic M66... and I've noticed that the artwork you've shown, while not specifically intentionally 80's looking, does evoke all of the same feelings I get from seeing that ever-so-slightly dated sci-fi stuff...
And I love every second of it. Don't change a thing. Keep doing what you're doing. Color choices, accessorizing, its all perfect!
Can you tell us anything about the setting? I had it in my mind from the concept art that Lake was exploring long-since-forgotten parts of some kind of massive ship... like the whole of civilization is meandering through space on a giant ship, one that's actually going somewhere, but most of the ship is filled with dangerous things the people are afraid of... That's the instinct I got from it... But of course, you would probably know better (if there's any thought in it at all yet) about the setting.
Also, I love Lake's design. Not overstated, nor understated. Also, I love the cords. Its cool that you actually have power cables and stuff that connect to the weapons. Or whatever they're for.
I'm rambling now, so I should probably stop.
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Post by satoh on Aug 18, 2015 14:59:30 GMT -5
Yeah, in the art subsection there's a place for games and artwork etc. It doesn't strictly have to be Legends stuff, just stuff you want to share about.
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Post by satoh on Aug 17, 2015 17:45:31 GMT -5
Ah! A wild Pastel appears! I'd like to say I'm quite looking forward to seeing where your work goes.
As for the help thing, I'm not really in a position to do anything fulltime anyway. Still, I can't say I wouldn't love to contribute a model or two sometime.
Nice scenery by the way. I've never had much luck designing interesting scenery but even without textures I can see a lot of promise there.
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Post by satoh on Aug 13, 2015 14:20:12 GMT -5
My latest conquests are a pair of indie-before-indie-was-a-thing-that-existed games by Foxeye, called Ikenie and Holdover. Thought the games are natively Japanese, English versions are available on their respective webpages. Holdover is a fun little metroid-vania style platformer that really puts exploration first. This one is hard to describe beyond that since part of the fun of it is simply learning what its about. You can find it here. It does contain some pixelated nudity. Non-explicit. Ikenie is a different sort of game, truly unlike any I've played before. It takes place almost entirely underwater, yet you must surface to breathe. Exploration is again the primary feature, but instead of typical free movement, you actually swim, in a fairly realistic way, with momentum and drag and turning radii and such. It adds a puzzle solving aspect in that you must collect items to open new paths... But be warned, there are enemies that can be hiding around any corner, and you won't be able to fight them. Ikenie doesn't give much in the way of plot exposition in the game, but the story is available in English on the site. (You should probably read it as it does explain why you're there, but its not strictly required) Be wary about each corner, and remember that sea-snakes sometimes lose sight of prey around corners. You can get it here.I recommend both for a refreshing change of pace from 'modern', 'indie', and 'retro' games you're probably familiar with.
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