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05-02-22 05:27:30 PM
Jul - Posts by Kaito Sinclaire
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Kaito Sinclaire
Hacking reality since 20̶?͝>̨ )̧̢~͠|̡͠T̴̡<͏̀́#͟͠)̸̡̛̕͟_̢҉M̨̛͢͠͠@̴̷(̧̕01 ERROR.




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Joined 09.07.2011

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Last active 365 days ago

Posted on 10-27-11 06:14:29 PM, in Sonic Generations [PS3/360/Steam, Nov] (last edited by Inuyasha at 10-27-11 03:15 PM) Link
It certainly does seem to have that effect in the end, given that the more you get hit, the more you're risking that the ring won't be checking for collisions when it gets close to the floor.

Whether that specific artifact is intentional or not is impossible to tell, though. The odd, hit-or-miss collision detection almost certainly is intentional, though, as 32 bouncing rings checking for collisions from all directions every single frame would've probably caused a decent bit of lag back in that era.
Kaito Sinclaire
Hacking reality since 20̶?͝>̨ )̧̢~͠|̡͠T̴̡<͏̀́#͟͠)̸̡̛̕͟_̢҉M̨̛͢͠͠@̴̷(̧̕01 ERROR.




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Joined 09.07.2011

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Posted on 10-27-11 07:43:48 PM, in Sonic Generations [PS3/360/Steam, Nov] Link
32, actually.

I mentioned that number specifically for a good reason. =p
Kaito Sinclaire
Hacking reality since 20̶?͝>̨ )̧̢~͠|̡͠T̴̡<͏̀́#͟͠)̸̡̛̕͟_̢҉M̨̛͢͠͠@̴̷(̧̕01 ERROR.




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Joined 09.07.2011

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Posted on 10-27-11 09:00:40 PM, in Sonic Generations [PS3/360/Steam, Nov] (last edited by Inuyasha at 10-27-11 06:11 PM) Link
Everything I've seen so far suggests it's the same for both Sonics, and how many you drop seems to vary depending on how many you're actually holding... capping at 20 dropped.

Sources might be spoilers, btw. =p

With less than 20, you seem to drop everything, leaving you at 0. source
With 20, you drop 16 (and leave 4 held). source
With 22, you drop 17? (and leave 5 held). source
With 25, you drop 20 (and leave 5 held). source
With 26, you drop 20 (and leave 6 held). source
With 27, you drop 20 (and leave 6 held). source
With 42, you drop 20 (and leave 9 held). source

Maybe you can formulate something out of this, I'm not sure.
Kaito Sinclaire
Hacking reality since 20̶?͝>̨ )̧̢~͠|̡͠T̴̡<͏̀́#͟͠)̸̡̛̕͟_̢҉M̨̛͢͠͠@̴̷(̧̕01 ERROR.




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Joined 09.07.2011

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Posted on 10-27-11 09:13:53 PM, in Sonic Generations [PS3/360/Steam, Nov] Link
I'm doubting it's a powerup, as I've yet to see a single gameplay video (even of final builds of Green Hill Zone) that hasn't acted like this...

If it is a powerup, it must be a really cheap/easy to get one.
Kaito Sinclaire
Hacking reality since 20̶?͝>̨ )̧̢~͠|̡͠T̴̡<͏̀́#͟͠)̸̡̛̕͟_̢҉M̨̛͢͠͠@̴̷(̧̕01 ERROR.




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Joined 09.07.2011

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Posted on 11-04-11 06:34:17 AM, in Sonic Generations [PS3/360/Steam, Nov] Link
The PC port is ... well, aside from the lack of a windowed mode, what is there to say about it? It runs damn fine.

The game's still 'meh' though. Modern's the same old boring stuff that I never liked, Classic is still broken ... yet, somehow, it manages to be a bit fun when it's not scripting you through something you probably don't want to go through, like those two tubes at the start of Green Hill that lock your controls and force you to fly up into the path of rings... Ugh.

I suppose I'll throw around some random musings...

As I figured, the broken ring loss mechanics were there from the start, and indeed most (something like 90%?) of my deaths were from mechanics that kill you instantly. Not fun.

The physics... they seem clunky and awkward. That spindash really is downright absurd. Jumping ... isn't as bad as I initially thought it would be. He doesn't seem that heavy after all. But the ramp physics are damn annoying and wrong; I wasted so much time trying to jump on ramps and being sent forward instead of backward.

Kinda getting sick of falling through floors because the game fails at changing layers or something similar, as well. Yes, the classic games did it, but nowhere near this often. Damn you Crisis City...

The shield powerup is useful ... when it works. On at least three separate occasions I got hit with a shield and I _still_ lost rings anyway...

Super Sonic is absolutely useless. Ring drain is way, way faster than "one ring per second", it's hard to stay super for any decent length of time.

That's ... all that I can think of at this hour. I'm done playing the game tonight, maybe I'll pick it up again and collect more things.
Kaito Sinclaire
Hacking reality since 20̶?͝>̨ )̧̢~͠|̡͠T̴̡<͏̀́#͟͠)̸̡̛̕͟_̢҉M̨̛͢͠͠@̴̷(̧̕01 ERROR.




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Joined 09.07.2011

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Posted on 11-04-11 09:43:38 PM, in Sonic Generations [PS3/360/Steam, Nov] (last edited by Inuyasha at 11-04-11 06:46 PM) Link
Originally posted by legacyme3
Like what? The only time I ever died in the game was when I jumped off the stage by accident or when I lost all my rings and was hit again.

The point is, the greater majority of my deaths were to things that were instant kills, like pits. I almost always had one ring in hand just due to the nature of the game's mechanics.

Originally posted by legacyme3
I never had an issue with ramp physics and always jumped the way I wanted to go.

This is what I mean.
Incidentally, this might be why this happens. (Snapped that from the video just below...)

Originally posted by legacyme3
I hated Crisis City too, but for different reasons. I didnt fall THROUGH a floor one time in the damn game, and I was pretty close to the edge on some jumps. I think your copy must have been bugged or something since when I played through it I never fell through a single floor.

Happens to me quite often.

Originally posted by legacyme3
Again, not quite sure what you are talking about. When I lost my shield, I lost my shield. I didn't lose rings. I tried to avoid using shield anyway because it felt too gimmicky and I wanted to play Sonic, and not some watered down game with millions of power ups.

It happened to me twice in Seaside Hill and once in Rooftop Run. Put on shield because I want to save rings, get hit by something, and lose them anyway. Ugh.

Originally posted by Peardian
(snipped image of 360 controller in the configuration utility)

If they make a wired version of this, I'm buying it instantly.
Kaito Sinclaire
Hacking reality since 20̶?͝>̨ )̧̢~͠|̡͠T̴̡<͏̀́#͟͠)̸̡̛̕͟_̢҉M̨̛͢͠͠@̴̷(̧̕01 ERROR.




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Joined 09.07.2011

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Posted on 11-04-11 10:14:51 PM, in Sonic Generations [PS3/360/Steam, Nov] (last edited by Inuyasha at 11-04-11 07:17 PM) Link
Originally posted by legacyme3
I must be blind, because the only time I saw you go through the floor was around the :03 mark. And you didn't go through, it effectively didn't hurt your speed run, unless I'm missing something.


Watch the very end (:40). I spindash on the beam, intending to go up the slope, and for whatever reason it would rather me fall through it down to a lower part of the level, then let me actually go UP it.
Kaito Sinclaire
Hacking reality since 20̶?͝>̨ )̧̢~͠|̡͠T̴̡<͏̀́#͟͠)̸̡̛̕͟_̢҉M̨̛͢͠͠@̴̷(̧̕01 ERROR.




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Joined 09.07.2011

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Posted on 11-14-11 09:30:50 PM, in According to statistics, PETA... ...wait this can't be right..... Link
It's obviously not senseless to them if they do it.

Of course they won't find an adoptive home for most pets, though. Their goal is "total animal liberation", which includes abolishing pet ownership.
Kaito Sinclaire
Hacking reality since 20̶?͝>̨ )̧̢~͠|̡͠T̴̡<͏̀́#͟͠)̸̡̛̕͟_̢҉M̨̛͢͠͠@̴̷(̧̕01 ERROR.




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Joined 09.07.2011

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Posted on 11-14-11 09:45:35 PM, in According to statistics, PETA... ...wait this can't be right..... Link
They do this every single year. It's nothing new, to them.
Kaito Sinclaire
Hacking reality since 20̶?͝>̨ )̧̢~͠|̡͠T̴̡<͏̀́#͟͠)̸̡̛̕͟_̢҉M̨̛͢͠͠@̴̷(̧̕01 ERROR.




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Joined 09.07.2011

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Posted on 11-15-11 12:23:55 AM, in According to statistics, PETA... ...wait this can't be right..... Link
Oh look, now they're attacking Mario over the Tanooki suit.

Link to the game is here if you really want to see it. I wouldn't touch it with a 50 foot pole myself, though.
Kaito Sinclaire
Hacking reality since 20̶?͝>̨ )̧̢~͠|̡͠T̴̡<͏̀́#͟͠)̸̡̛̕͟_̢҉M̨̛͢͠͠@̴̷(̧̕01 ERROR.




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Posted on 11-22-11 02:17:11 AM, in November 2011 JCS Rankings Thread Link
Originally posted by Colin
1) Bloodstar - 140
2) Gabu - 64

"The earliest I could say 'clinched' would be Tuesday..." ... unless I missed something, I think he has it already.

Okay, so... 30 days in November... 10 days left in the month.

Assuming Bloodstar falls off the face of the planet (unlikely) and Gabu takes first on the 21st to the 30th... Gabu would have 134 points at the end of the month. Still behind Bloodstar.
Kaito Sinclaire
Hacking reality since 20̶?͝>̨ )̧̢~͠|̡͠T̴̡<͏̀́#͟͠)̸̡̛̕͟_̢҉M̨̛͢͠͠@̴̷(̧̕01 ERROR.




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Posted on 12-01-11 12:24:01 AM, in Random stuff hidden in Super Monkey Ball Link
Saw nothing of this on TCRF, so I figured I'd do a bit of infodumping in here. Dunno if anyone else has found any of these things, but here goes.




These are leftovers from the original stage select in the arcade version of the game, seen here. Super Monkey Ball instead uses sprites for them.


On the other hand ... this is a lot more interesting. The arcade game never had a selectable Master difficulty, and in fact it only had one single master floor altogether. Super Monkey Ball added nine other Master floors, but yet you still couldn't start straight at the Master stages from the difficulty select; SMB2 was the first to allow you to do that. Whether they were planning on making Master an actual difficulty setting in the original arcade game, or if this is something they were planning on expanding on much more than they actually did in the process of bringing the game to the GC is hard to tell. 100 floors seems a bit absurd, though...

Interestingly, the announcer sound clip that plays when selecting Master difficulty in SMB2 exists in the original as well.

http://dl.dropbox.com/u/3518218/smb/lib30.png
Speaking of leftover things, and Master difficulty, the original Master floor's design remains intact. It's using the wrong theme, and lacks the 'sparkling floor' effect the arcade game had, however. I'd wish they'd kept that effect, but I suppose it wouldn't have looked so great in the much, much brighter theme they made for the Master stages.

http://dl.dropbox.com/u/3518218/smb/lib80.png
Another straight port from the arcade game before it got touchups. The circle the AV logo spins on is clearly visible (it's invisible in final versions of the floor), and the logo itself lacks the reflections that make it somewhat difficult to see where the floor ends.

There's a few other stages lying around that were taken straight from the arcade game with barely any/no touchups, but I haven't bothered taking screenshots of them (Dolphin does not play well with the stage select menu for whatever reason).

http://dl.dropbox.com/u/3518218/smb/lib114.png
On the other hand, this sole floor is never seen at all in the game! Three slanted rings, the middle one twice as large as the others. There's also arrow decals just floating in the middle of the air, and the floor is bumpy all over.

http://dl.dropbox.com/u/3518218/smb/lib114-2.png
A little closer view to show the curvature of the floor, and so you can see just how bumpy that floor really is.

And a few other random tidbits, looking around the theme models...

http://dl.dropbox.com/u/3518218/smb/SUN_GOAL_R.png
There's only one warp goal in the floors that use the Sunset theme (Advanced 6), and it's a green warp. This goal is never seen.

http://dl.dropbox.com/u/3518218/smb/ICE_GOAL_G.png
http://dl.dropbox.com/u/3518218/smb/ICE_GOAL_R.png
Similarly, none of the floors using the Ice theme even have warps in the first place, leaving both of these random warp goals completely unused.

This is interesting, given that the Expert stages are identical to the arcade game's (which didn't have separate goals per theme, but just a general design colored blue/green/red for all of them). Why create warp goals for a theme when you know they'll never be used? Indeed, the desert theme, which also completely lacks warps, doesn't contain any green/red colored goals... maybe they had something else planned?

(Interestingly, there actually is a green warp in a Desert-themed level in SMBDX. It looked like they just took the original goal for that theme and took a paint tool to it, if I recall correctly.)

There's definitely more than this still hanging around, I just need to stop being lazy and take pictures. =p

____________________
Kaito Sinclaire
Hacking reality since 20̶?͝>̨ )̧̢~͠|̡͠T̴̡<͏̀́#͟͠)̸̡̛̕͟_̢҉M̨̛͢͠͠@̴̷(̧̕01 ERROR.




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Posted on 12-01-11 02:33:29 PM, in Random stuff hidden in Super Monkey Ball Link
A couple more things before dentist+work.



Unused icons for items in Monkey Race. In the order I have here: Egg, Crystal, "gbanana" (Great/Golden banana?), "ragby" (Rugby ball, naturally), and Slime. Interestingly, the egg and crystal icons look very similar; and the egg icon has a different border than all the others. Perhaps the latter icon is just a later version of the former icon?



24x24 versions of these icons also exist.



These are the difficulty icons that appear in the bottom-left of the screen when playing the main game. To the best of my knowledge, the bottom two rows of icons are never used. The Master column of icons is most certainly never used -- in the arcade game, the Master floor displayed the EX icon followed by "Master" in yellow text; and in the GC game doesn't display an icon at all for the Master stages, only using "Master #" in yellow text.

____________________
Kaito Sinclaire
Hacking reality since 20̶?͝>̨ )̧̢~͠|̡͠T̴̡<͏̀́#͟͠)̸̡̛̕͟_̢҉M̨̛͢͠͠@̴̷(̧̕01 ERROR.




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Posted on 12-08-11 07:31:20 PM, in Terraria - NEW STUFF?! Link
Well, if you're on a MP server, and you can reset the time to midnight before the Blood Moon ends, you can easily earn over 1 platinum coin an hour without having to do anything except type "midnight" in the console.

Even if you can't do that, the goldfish still turn into an item on death, even when spawned from a statue. They sell for 2 silver each, and you can set it up in such a way that you can go idle for an hour and come back with a full inventory of goldfish.

Of course, if you get a music box, all this gets thrown out of the window. Those broken things sell for 2 gold each, and they have what might be the easiest duplication glitch ever. =p

____________________
Kaito Sinclaire
Hacking reality since 20̶?͝>̨ )̧̢~͠|̡͠T̴̡<͏̀́#͟͠)̸̡̛̕͟_̢҉M̨̛͢͠͠@̴̷(̧̕01 ERROR.




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Posted on 12-11-11 01:35:57 AM, in Gamers are war criminals, according to Red Cross Link
Originally posted by Xenesis
Just so you all know - News.com.au is Australia's equivalent of Fox news. ;


Well, I suppose that explains "Call of Duty: World of Warfare" and "Does killing zombies in Resident Evil would count as a war crime? It would be a crime not to win, surely. Picture: Infinity Ward / Activision" (double whammy there, heh).

Lack of fact checking, as usual.

____________________
Kaito Sinclaire
Hacking reality since 20̶?͝>̨ )̧̢~͠|̡͠T̴̡<͏̀́#͟͠)̸̡̛̕͟_̢҉M̨̛͢͠͠@̴̷(̧̕01 ERROR.




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Posted on 12-19-11 01:13:16 AM, in No Matter What Scheme I Choose... Link
Originally posted by Shadic
It's the season.


Just because it's the season doesn't mean you should force every single person to a single theme whether they like it or not.

Personally, I'd rather NOT be reminded it's the damn holidays everywhere I turn.

____________________
Kaito Sinclaire
Hacking reality since 20̶?͝>̨ )̧̢~͠|̡͠T̴̡<͏̀́#͟͠)̸̡̛̕͟_̢҉M̨̛͢͠͠@̴̷(̧̕01 ERROR.




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Posted on 12-29-11 09:39:24 AM, in Sonic The Hedgehog 4: Ep. 2 Link
I don't particularly care about the Wii getting ditched as long as there's a PC port that I can play along with.

I shouldn't need to restate my stance on S4E1 or its upcoming sequel, should I? =P

____________________
Kaito Sinclaire
Hacking reality since 20̶?͝>̨ )̧̢~͠|̡͠T̴̡<͏̀́#͟͠)̸̡̛̕͟_̢҉M̨̛͢͠͠@̴̷(̧̕01 ERROR.




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Posted on 01-07-12 07:04:07 PM, in The Indie Bundle Thread (last edited by Inuyasha at 01-07-12 04:05 PM) Link
Nuclear Dawn would've been much better if the game weren't unfairly stacked against the Empire all. the. time.

Since I got that from the Steam Holiday sales, and I don't really have any money right now anyway, I suppose I get to pass on yet another bundle.

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Jul - Posts by Kaito Sinclaire


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

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