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| Games and Stuff; Gaming talk, and so forth... | |
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| Tweet Topic Started: Oct 18 2004, 05:49 AM (229,994 Views) | |
| demener | Feb 21 2007, 08:36 AM Post #28461 |
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Sage
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Oh I'm not talking about doing just the main quest. Im talking about doing a quest line and not getting... sidetracked. My first character didnt get into the arcane university until it was level 20! Its not that I want trying for it, its that I kept wandering off to do anything and everything that even slightly caught my intrest. That and my light armor kept skilling! This time Im picking a guild, and doing their quest line. I just finished "The Ultimate Heist" from the thieves guild, like 3 quests farther than I got on my first character. |
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| Alan Bates | Feb 21 2007, 02:54 PM Post #28462 |
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Transcendent
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I usually am, and that in itself is actually rather impressive. Usually after being disapointed in something a while, I tend to not expect anything from it, but it CONSTANTLY continues to disapoint me. |
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| Juron Pilo | Feb 21 2007, 03:43 PM Post #28463 |
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Sage
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Well, by the same logic that is used for Sonic's low score, NSMB shouldn't have gotten above a 5. I mean seriously, none of the new powerups are particularly usefull or more fun, and the stage design is often poor at best. Hell, alot of the new enemies are just a large sized redesign on older enemies, and thats just intolerable. Even the multiplayer, while somewhat fun, is too broken and has too few options to entertain for very long. I mean, its not like the minigames wern't a clear package in, or that the hard mode was just a broken no-backtracking game. The one up houses were a joke... all this and yet NSMB gets this massively great score based on what? Nostalgia? Its not like Mario games are really all that deep-_-'. This comes off to me as a bias against Sonic going 3d for fear Sega might focus on that instead of 2d, like Megaman, except Megaman really can't be translated into 3d well. |
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| Iyestorm | Feb 21 2007, 03:46 PM Post #28464 |
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Sage
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Hmm... What are the problems of Sonic and Megaman X going 3D? I don't mean the social problems. I mean actual design problems. ...and I know what they are, but it would be easier to think about if I actually had a list. |
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Dr. Wiley has surrendered. Mega Man has saved the planet from destruction. But will it last!!! "Think about it, mate: legends! When has a legend ever not been true, huh? HUH?!" --Marine, Sonic Rush Adventure "Good Morniii--AGH! I can't do it! I don't wanna be cute! I wanna be a boy!" --Ouran High School Host Club; Haruhi's English Voice Actor messing around. | |
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| Alan Bates | Feb 21 2007, 03:54 PM Post #28465 |
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Transcendent
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Megaman was always about platforming and shooting, which don't translate as well to 3-D landscapes and are harder to pull off. Especially when you add in all the sliding and ladder that the series used to feature. |
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| Juron Pilo | Feb 21 2007, 04:03 PM Post #28466 |
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Sage
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Well in Sonic, it was mostly about camera angles, however due to the dashing, wall jumping, and shooting mechanics, theres other issues for Megaman. Namely, its really freaking hard to aim, especially if you had to wall jump(MMX style really), if Megaman was 3d. The other is exactly how do you design bosses and enemies in a 3d version to give that same feeling that your dodging hard to avoid attacks. Really, unless a boss could somehow surround you or cheaps out with some sort of external attacking mechanism, its difficult for them to prevent you from just strafing out of their line of fire. Ultimately, the big problem with 3d is you lack the omnipresent view you get in a 2d game. In that sense, I've always wished that 3d games would more often use the same perspective used in those 3d beat-em up fantasy games, or the upcoming Zelda: Phantom Hourglass. A fixed angle overhead perspective and a lesser degree of radial control over your characters direction would help alot, I think. I think perhaps megaman would work best of all with beat-em-up LIKE mechanics(your character always faces left or right but can move vertically), but with guns, dashing, platforming and wall jumping and stuff. Basically, level design would be very similiar to the 2d games, except with added vertical depth to the platforms, blocks, enemy placement, and puzzle designs. Pretty much Paper Mario, but with Megaman. |
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| Drekal | Feb 21 2007, 04:10 PM Post #28467 |
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Birthday Ninja
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Wow, I'm impressed. You've really thought this through. And I totally agree with everything you just said. |
That which holds the image of an angel...![]() Amy: You do have a plan, don't you? Doctor: Of course I do! New Objective: Think of a plan. | |
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| Juron Pilo | Feb 21 2007, 04:21 PM Post #28468 |
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Sage
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Thanks. The beat em up style Megaman game has been a backburner idea of mine for quite some time. As an additional bonus(and I'm gonna draw somewhat from MMX again) certain attacks could use the up and down keys to also allow attacks that work somewhat in these other directions. Zero for instance might have a vertical swipe, and a Gemini Man-like beam weapon could bounce off walls diagonally if you aimed as such. Certain weapons, like the tiger shot weapon from MMX3 could "spread" their shots along this extra dimension, and obviously charged shots would be wider across the vertical compared to their uncharged counterparts. Alot of these mechanisms, as well as some good level design, would create a MASSIVE potential for puzzles that wouldn't really be that difficult to actually make. |
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| Alphawolf55 | Feb 21 2007, 04:29 PM Post #28469 |
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Sage
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You could make it slightly like a slower Devil May Cry to make it good Also NSMB is just pure fun. :angry: |
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<img src="http://i1.endoftheinter.net/i/n/8f19b90f194b8c7e52fc31ec2cbbcb78/cookie monster smile.gif" /> I dare you to look at this and not smile at least a little. | |
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| Juron Pilo | Feb 21 2007, 04:39 PM Post #28470 |
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Sage
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I find the mesh of 2d and 3d akward, and I find I have to either stop to much or I run too easily in the level design, and never inbetween or having to jump too carefully. Enemy placement seems to have to do more with theme and level ambiance rather than how to best obstruct your path. Many good items and enemies are absent. In particular the lack of flying mechanism as well as the lack of certain enemys like those flying hammer bros from smw is glaring. In fact, your often given all too many viable movement paths through the level due to added height area(the screen can and will scroll up ALOT), which means you usually have an easier way through; a fact that only compounds on the allready easy difficulty level. |
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| Alphawolf55 | Feb 21 2007, 04:40 PM Post #28471 |
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Sage
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I never said it's perfect just that it's alot of fun. Personally I want a mixture of the level design and layout of the Super Mario World series (my favorite) mixed with the power up selection from 3. |
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<img src="http://i1.endoftheinter.net/i/n/8f19b90f194b8c7e52fc31ec2cbbcb78/cookie monster smile.gif" /> I dare you to look at this and not smile at least a little. | |
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| Juron Pilo | Feb 21 2007, 04:50 PM Post #28472 |
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Sage
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I actually feel that as far as level design goes, I think the original game and lost levels have the best design, as odd at it is to admit that. I particularly liked the Luigi running mechanics introduced in Lost Levels, and I'm somewhat disapointed that Luigi didn't play like that in NSMB. I would say that upwards scrolling horizontal levels don't really work for me in Mario games, and I find that I'm using run-to-duck-to-run too little in modern games. Mostly, bring back those bouncing flying koopa troopas that walked around instead of floating in place. And more bullet bill/hammer bros based levels. |
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| demener | Feb 21 2007, 06:02 PM Post #28473 |
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Sage
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I havent played the new mario, but I will suggest you go back and try the original, its a lot easier than you probably remember. About a year ago I sat down and got to 8-2 without warping or dying. A little while later I was done. As for the MM thing, that looks like it could actually work, that has always been a decent viewpoint. |
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| Juron Pilo | Feb 21 2007, 06:12 PM Post #28474 |
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Sage
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It is for the most part easy, but its nowhere near the level of easy of NSMB. I HAVE gone back and replayed it as a matter of fact. Worlds 7 and 8 are actually fairly tough, and Lost Levels can be downright sadistic. |
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| Algasir | Feb 21 2007, 07:17 PM Post #28475 |
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Green hair!
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Never beat the original... |
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| Juron Pilo | Feb 21 2007, 08:26 PM Post #28476 |
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Sage
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>.> its not that hard with warp pipes and some luck on 8-2. 8-3 should go by easy enough with a fireflower and after that 8-4 is a sinch(always go in the pipe after the pit of lava of varying size) |
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| LuppyLuptonium | Feb 22 2007, 04:51 AM Post #28477 |
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Transcendent
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Sam and Max no longer requires a gamefly subscription and runs on my sister's laptop. |
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| MikePB | Feb 22 2007, 05:06 AM Post #28478 |
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Geekomancer
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WOO HOO!!!! |
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My Writing Blog **************
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| Just Jon | Feb 22 2007, 05:14 AM Post #28479 |
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The Sexy One
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No, by the time that game comes out you'll have your compy running directly from your brain. Try not to get too much mess in your "ports." |
No fanfare, no special effects... Just Jon![]() Out of Context Quote: "God DAMN these electric sex pants!" | |
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| White Meteo | Feb 22 2007, 06:18 AM Post #28480 |
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( '_')b
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I'm sure that they will find a way to say my neural synapses don't meet the reccomended system settings. |
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