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Messages - UltimatePartyBear

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3726
NWR Forums Discord / RE:stay away from were-rabbits
« on: April 11, 2006, 01:02:49 PM »
Anybody seen Night of the Lepus?  They need to run for their lives before thousands of man-eating wolf-sized rabbits rampage across the countryside.

3727
Nintendo Gaming / RE:Red Steel Topic, new details added!
« on: April 11, 2006, 05:51:11 AM »
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My impression was the shooting gallery they played was actually different from the shots used in the magazine, though I could be wrong.

Yeah, the GI description of the shooting range doesn't sound like what's in the pictures.
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You can call pointing straight at the screen the controller zero, and having the cursor in the middle of the screen game zero, if you want.

You're assuming there's a zero point to be reset when there isn't one.  Pointing at the center of the screen is pointing at the center of the screen.  The screen and controller will have a 1:1 relationship.  Even after the game recenters the view, it will still know where the center of the screen is relative to the controller.  The cursor represents where you're pointing.  You move the cursor by pointing at things, not by moving the controller in the direction you want it to go, so it won't matter if it gets momentarily off center while you're locked on to a target or something.

Edit:  After reading some of the replies on Slashdot, I feel like I should point out that I don't believe the controller is simply a pointing device, but that it's being treated as one for the shooting portion of this game.

Edit 2: corrected mistype.

3728
TalkBack / RE: Sudoku Grindmaster Announced
« on: April 10, 2006, 01:25:30 PM »
"Grindmaster" sounds like a title that should be given to the highest ranked player in an MMORPG.  (I'm aware it's a typo.)

Edit: And with the typo corrected, my post is left looking as dumb as it really is.  heh.

3729
Nintendo Gaming / RE:Red Steel Topic, new details added!
« on: April 10, 2006, 12:41:34 PM »
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Originally posted by: zakkiel
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No it won't. You're "pointing" at something on the screen. You will always be pointing at something on the screen.
You're mistaken, but I'm not sure how to explain clearly. If you have the screen move with the remote - even with a delay - this throws off the the zero setting for the cursor. If you keep doing this eventually it will have zero set to where the controller is pointing ina completely different direction. Imagine that the screen was directly tied to the remote; in order to turn around, you would have to turn the remote backwards. Using a combination of a screen tied directly to the remote and one which rotates when you point off-screen will reduce the problem, but not eliminate it.

You're assuming there's a zero point to be reset when there isn't one.

3730
Nintendo Gaming / RE:Red Steel Topic, new details added!
« on: April 10, 2006, 11:59:54 AM »
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Originally posted by: zakkiel
According to the suggestion, if you point off-center but on-screen the screen will rotate to center on the cursor. Thus, the cursor will wind up centered on the screen, but your remote will still be pointed off-center. Do this a coupe of times and it gets way out of sinc.

Ah.  Now I see where you got it.  Remember that the controller is being used as a pointing device.  It doesn't care about it's orientation except to compute where it's pointing on the screen.  After the camera pans, if you haven't moved away, you'll still be pointing to the same spot on the screen, not necessarily at the same target in the virtual environment.  It isn't clear whether the camera will continue to pan or wait again (my guess is it will keep panning so you can circle strafe), but if you move the controller, you'll find that pointing it at the center of the screen will require the exact same positioning as before.

3731
Nintendo Gaming / RE:Red Steel Topic, new details added!
« on: April 10, 2006, 06:39:53 AM »
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Originally posted by: zakkiel
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Point the controller at something onscreen and it doesn't turn, but re-centers the camera on your target after a slight delay.
The porblem is that you'll still wind up with situations where the controller is off-center. The extreme example is where you jsut keep nudging to the right until your character has turned around completely and you're holding the controller backwards to shoot at the center of the screen. Obviously this wouldn't happen often, but on a smaller scale I imagine it would happen all the time, and be quite annoying.
I don't see where you're getting that idea.  When you point off screen, your view will rotate towards that direction until you point back at the screen.  You don't have to keep turning the remote to turn around in game, nor is your character actually facing the same direction as the remote.  It's being used as a pointing device.

3732
Nintendo Gaming / RE: Does GameInformer Mag suggest Rev headpiece?
« on: April 07, 2006, 02:22:48 PM »
I think he's using the hilt attachment and remote to pretend he's been stabbed through the head, like those novelty arrow things.

3733
Nintendo Gaming / RE: FIRST REV SCREENSHOT SCANS!!!!!
« on: April 07, 2006, 02:20:07 PM »
Where is it contradicted?

I don't think moving the crosshair to the edge would be disconcerting, although for circle-strafing I'd prefer that the limit be fairly far from the actual edge.  There's also the possibility of having a button that locks the view so you can aim freely while using the analog stick and twistability of the remote to lean out from behind cover, or dodge for that matter.  After all, why turn over a table if you can't crouch behind it?  Plus using the remote to both look around and swing your sword implies some sort of mode switching.

3734
Nintendo Gaming / RE: FIRST REV SCREENSHOT SCANS!!!!!
« on: April 07, 2006, 02:03:17 PM »
The article is proof, though.  Here's an excerpt I transcribed from one of the pictures:
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Strafing around a target is incredibly easy, as keeping the controller pointed at an object while you move with the analog stick keeps you focused on your target.  Aiming felt similar to using a computer mouse, as it is possible to quickly explore every direction in a three-dimensional space with quick gestures.

3735
Nintendo Gaming / RE: FIRST REV SCREENSHOT SCANS!!!!!
« on: April 07, 2006, 01:56:11 PM »
Nice!  From reading the scans, it sounds like this is an FPS that controls almost exactly like I hoped a Rev FPS would.  I can't wait to see it in action.

I don't think the screens are concept art.  There are polygon-saving tricks used that wouldn't be necessary, or bothered with, in a concept render.  Look at the bottles in the vending machine, for example.  That's a corrugated surface with a clever texture applied.  I wouldn't discount the possibility of the screenshots being doctored, but the underlying tech is definitely impressive.

The story sounds interesting, too.  I'm not aware of an FPS that takes place in the Japanese underworld (as in Yakuza, not demons).  Swords, guns, grenades, pushing over furniture for cover, and online multiplayer!

3736
TalkBack / RE:Tetris from the Top: An Interview with Henk Rogers
« on: April 07, 2006, 05:45:28 AM »
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Originally posted by: Shecky
On the whole spinning thing people tend to complain about...  it doesn't seem all that bad.  Once you hit level 20 and beyond it's necessary to a degree.  Heck my gripe is that I can't clear small hills at those levels, especially with a straight piece (ie trying to get the piece to the far left or right).  FWIW, the spinning was worse in Tetris DX.
So don't leave the space for the straight piece at the side.  Leave it in the middle, so all you have to do is turn it vertical and drop it into place.

As soon as I read that there were guidelines that had to be followed, I knew he was going to say infinite spin is a permanent part of Tetris.  I don't fully accept the argument that you don't have to use the new features.  If he's so big on accomplishments, then the game should be able to record that I didn't use it.  I'd like to see a separate list of high scores for every set of options, or at least a nice long score list with all the details from the game, like total lines cleared, number of special moves accomplished, number of each tetrad that fell, and of course how many times I used the hold function and whether or not I had "super rotation" enabled.  Then when someone saw my high score, it would be clear how I earned it.

Furthermore, recovering from mistakes is half the fun!  I pull some of my best moves when I'm under that kind of pressure, and it isn't really fair for the game to be changed for the benefit of a certain group of players when the silly thing could have been an option in the first place, like the next piece display, and the more recent ghost piece.

At least there's the possibility that Tetris will be modular in the future, allowing you to pick which features you want.  That's very interesting.

3737
NWR Forums Discord / RE:Obligatory Pirates V Ninja Thread
« on: April 05, 2006, 11:58:47 AM »
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Originally posted by: TMW
And, technically, cannonballs count as missiles.  
So do bullets and shuriken.

If I have to choose, it's pirates.  Otherwise, pirate ninja robots all the way.

3738
Well, the thing about upscaling is that it causes a delay.  Deinterlacing can take up to a half second on some HDTVs.  As long as the audio is delayed to match, this doesn't cause any problems when watching videos, but it means you're always a bit behind when playing a game.  Of course, deinterlacing isn't necessary if the Rev outputs a 480p signal, and the delay caused by increasing resolution is practically imperceptible.  However, all the VC games are going to be in lower, interlaced resolutions.  It would be very nice if the Rev could pretty those signals up a bit.  If nothing else, it would guarantee the same experience to all Rev owners.

3739
Nintendo Gaming / RE:DS Lite Elite
« on: March 31, 2006, 11:54:48 AM »
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Originally posted by: Smash_Brother


Bear beat me to it...and then he stole my pic-a-nic basket!

Just don't report me to the Ranger (he's not gonna like that).

3740
Nintendo Gaming / RE: Tomb Raider on a Nintendo Console??
« on: March 31, 2006, 11:38:06 AM »
This news isn't reflected on eidos.com or tombraider.com yet, but it doesn't have that April Fool's "feel."  My first reaction is that this one's for real, but it could certainly be a hoax perpetrated by a very boring person.  The Reggie reference is the only thing at all odd in the story.

3741
Nintendo Gaming / RE:The Legend of Tingle: Remarkably Peculiar Game
« on: March 31, 2006, 11:25:44 AM »
(Post removed because I remembered I was wrong.)

3742
Nintendo Gaming / RE:IGN Leaks Some Rev Specs Again! 3/29/06
« on: March 31, 2006, 11:20:06 AM »
Large groups of entities don't require separate AI for each individual.  It's easier to model schooling or mob behavior until something breaks up the group, and modeling panic behavior when that happens is much simpler still.

You can see the concept at work thanks to a flaw in Rogue Leader.  TIE fighters fly in formation, with all the members simply following the leader.  Unless you fire on the leader, they won't react to you, so you can learn which member is the leader and pick off all his wingmen without much effort (unless you're a particularly bad shot, in which case the one you're shooting at will eventually break off when the script gets around to making a check for that, or whatever causes it).  Fire on the leader, however, and he and the group will start trying to evade you.

The pikmin didn't have any noticeable pathfinding at all.  Even rudimentary pathfinding would have worked better than their simplistic beeline approach, which suggests that there wasn't any effort put into the task for us to judge.  The pikmin had no self-preservation tendencies, either.  In fact, the only evidence of AI I can think of is their single-minded pursuit of nectar.  I'd say the almost total lack of AI for the pikmin was pretty clearly an intentional part of the game design.  Maybe that was because the AI would have been too expensive, but I doubt that.

3743
Nintendo Gaming / RE: Major new title announced for Revolution
« on: March 31, 2006, 11:01:16 AM »
Yeah, I did a whois query, too.  I also tracked down AGFRAG's site, and read the announcement there.  Joseph Hatcher is listed on Moby Games, too.  I just have difficulty believing anything I read this time of year.

If it is real, it's a good idea.

3744
Nintendo Gaming / RE: DS Lite Elite
« on: March 31, 2006, 10:25:33 AM »
Not in GBA mode.

3745
Nintendo Gaming / RE:Major new title announced for Revolution
« on: March 31, 2006, 09:04:18 AM »
Wow.  This sounds so much like an April Fool gag that it's unbearable, but bobross.com appears to be legitimate, unless it was hacked.  I'm still suspicious.

3746
Nintendo Gaming / RE:Tetris DS marathon
« on: March 29, 2006, 04:17:30 AM »
That's good to hear.  I'll probably pick this up at some point.  The puzzle modes sound interesting.  Thanks!

3747
TalkBack / RE:REVIEWS: Metroid Prime: Hunters
« on: March 28, 2006, 11:42:43 AM »
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Originally posted by: Ian Sane
Samus is just too damn slow so if you have to turn around quickly you can't.  The relates to the backtracking complaints as well.  If Samus didn't move like a mech backtracking wouldn't seem so tedious.

I think being able to freely look around with the rev controller will be the solution to that problem.  It will add a far greater range of motion than an analog stick.  There's a firm limit to how far you can tilt the stick, and to keep the game accessible, a fairly low turn rate is applied at that limit.  Without that limit, it would be feasible to allow a higher maximum turn rate.  In addition, once you're free to strafe at any time, navigating passages becomes much less of a chore.  This allows the movement speed to be cranked up without causing players to constantly get stuck against rocks and such.  It may even be workable to bring back wall jumping, dashing, and the shinespark.

3748
TalkBack / RE:REVIEWS: Metroid Prime: Hunters
« on: March 28, 2006, 10:10:30 AM »
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Can anyone give me a good reason as to how Metroid Prime would be improved by going to this different control scheme? To me it just sounds like it would be the same thing only it would be much harder to actually hit your target. The Metroid Prime control scheme could use some tweaks here and there but I never felt that the lock-on targetting was part of the problem.

I think they can make the lock-on a bit more subtle with the rev controller.  They could make it so that if you point somewhere near an enemy, the crosshairs will be drawn to it, like most console FPS games I've played.  Then, as long as you didn't move the controller away (with some wiggle room, of course), you'd stay pointed at the same enemy (or weak point, or whatever).  It would be a huge improvement over the current system that never fails to lock on to the wrong enemy.  It would also free up buttons.  

3749
NWR Forums Discord / RE:Haiku Fu, And Limericks Too
« on: March 28, 2006, 09:43:56 AM »
All definitions
Of Limerick I have found
Disagree with you.

3750
Nintendo Gaming / RE:Tetris DS marathon
« on: March 28, 2006, 06:45:49 AM »
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Originally posted by: 31 Flavas
How about you answer that after you've actually played with it. What I am saying, I guess, is that it doesn't make as big of a difference as you think it does. Really when the pressure is on from a high stack and the stack is filled with holes, it doesn't make much difference.


Well, I've played Tetris Worlds, and I hated it.  I agree wholeheartedly with Gamespot's review of that game.  So when Gamespot's review of Tetris DS says it's still bad in this version, I tend to believe them.  Other reviewers mention this feature without docking points for it.  Of course, that's not all there is to Tetris DS, and even Gamespot's review praises the other modes, which leads me back to my original question.  Do the other modes carry the game well enough to be worth the money, or do they come across as glorified minigames?  I would love to try the game before deciding, but unless you can make that happen for me, it's not very helpful advice.  

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