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I think it would be a lot easier to develop a port to Wii, so you could bypass all of that red tape with xbox development. Wii has an enormous homebrew scene, and it's easy as hell to hack one for simple homebrew use. From a hypothetical standpoint though, is there a way to code a port using the Wii SDL library with just the RPG_RT.exe and resources, but without the 2k/3 source?


ALEX III
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Guys we should be considering the importance of the separation of RPGs and state.


ALEX III
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Oooh, I wanna go to the "Funhouse!" :woop:


ALEX III
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Oh look I'll just click on this link right here in the first post...   ​ Oh god! A virus! My computer is exploding!!!!  :cursing:
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ALEX III
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Thank you! I didn't know how to use google!


ALEX III
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Sorry brah, I only go to golf tip websites that are endorsed by Tiger Woods.


ALEX III
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You can do it!  :cool:


ALEX III
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Character Name? (something realistic but original) Goji
Male or Female? Male
Child, Adult, Elder? Elder. He is in his 80s, but isn't sure what his age is exactly anymore, after being heavily involved in the drug culture of years past.
Human, Velesian (talking wolf), Demigod, talking statue or plant, animal, fiend, etc? Human
Personality? (corny sense of humor, bitter, sad, hyper, crazy, etc) Arrogant/Bold, but wise. He's also a lady's man
Quirks? (are they eating their own face?) He only speaks in haikus
Additional Details? His muscles are completely ripped and he does not wear a shirt. Shirts are for pussies and chicks he doesn't want to bang.
Idea for interaction (optional)? With all of the above mentioned, I'm sure you can come up with something.


ALEX III
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I think +1 sounds great for a classic-style fangame like this. 11 & 12 should be kept for official titles that get released & adding letters to the title would suggest different gameplay styles/engines.

The project looks great so far Mr Weird Guy. The only nitpicky thing I had to bring up was the framerate as well. It looks noticeably faster than regular Megaman games. For comparison: http://www.youtube.com/watch?v=wsg8Emu2VrY


ALEX III
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@swordofkings that looks beautiful. Are you going to change the icons in the bar at the top?

Jesus, it seems like forever since I've posted here! I've still been working!

Before:


After:


More info available at my production blog


ALEX III
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Test of colision and moviment...
http://www.youtube.com/watch?v=pbJP4IiQJm8

Looks great, but wtf is up with the running animation? I have never seen anyone run like that, and it doesn't transition well into the other animations at all.  :hmm:


ALEX III
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Ooooh~! Good idea, I'll do that too! Thanks. :D

Ugh, please don't do this. It's not a gameboy rom. :(


ALEX III
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@Killer Wolf: The style looks good but I'd find a way to add contrast to the flesh color in the faces. It kind of looks like one big blob right now, and doesn't quite have that pro look to them yet.


ALEX III
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It did got released he did a topic under Rodriguez. Sadly the game didn't have no AI, but it was better than I expected.
Found it and played for about 10 minutes. It's about what I expected. Ironically I think the interface had too many menus to go through. What was all the garbage about using an xbox 360 or ps2 controller? Useless. The whole thing just felt bloated.

Anyway, back on topic...
@Squall: I'm kind of confused as to what I'm looking at in the 2nd screenshot is that gray supposed to signify a wall? What's that other grayish-blob thing in the upper right? The tree shadows look nice though and I like the textures as well.


ALEX III
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Did monopolo ever get released? Whatever happened to s4d?


ALEX III
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Vanit: Hey, all I'm trying to get at is that if I had the skill to program that kind of a menu and battle system, I'd use it to make my own game, not someone else's. I just think it's a waste, when there are rm2k3 projects like Legend of the Philosopher's Stone out there. Original games like that have a much larger fanbase than you might think. It just takes quality writing and design work to catch people's attention. Big projects like that tend to speak for themselves.


ALEX III
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It does look nice Vanit, but personally I'd rather see skills like that put into an original menu/battle system for an original game. If I'm going to play FF7, I'll play FF7 and not a 2d remake. In the end I think all that work is going to a very small audience.
Keep up the nice work though. Can you change the menu background colors?  :cool:


ALEX III
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@Jabas: That's absolutely beautiful, and I agree about making the floor a tad brighter, but not too bright. One thing I'm intrigued about though is where exactly that house is located. My first thought was that it was very high up, but it also looks like it could be in the water. One thing I would change is the supports beams below it though, like instead of them going straight down, add some diagonal ones on the inside of those, otherwise it looks like the whole house could tip over.


ALEX III
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Stuff

I don't know, I thought the forest theme was okay. Good spooky themes are hard to come by, so I think I'll keep that. I think you're right about Phillips dialogue. I'll shorten that to "It won't be as powerful as my fists!"

I also think you're right about the boss battle length. I've been doing some tweaking of the battle stats recently, and that battle did feel a little long as I played it. One of the things I'm trying to focus on in the battles is how much damage regular attacks are doing, and since I'm working with small stats, it can be kind of tricky to get that right. I think that boss just has a higher defense than what it should be. As far as how the ghoul looks, I can make it taller, and maybe a little more menacing I suppose.


ALEX III
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Also, I noticed that when Sparrow says he's going back to the first town, it's spelled differently in his message box than it is on the area label that shows up when you enter the town (Raanan instead of Ranaan).  Other than that, good work.  ​

Oooh good catch. That typo's probably been there for ages. I'll fix that.


ALEX III