TheKins
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While browsing Sonic Retro I noticed that they use images for buttons in cheat codes etc., in order to better differentiate that from text.
I thought that was a pretty neat idea, so I started making my own, very (VERY) loosely based on the ones from Final Fantasy 7.
Thoughts? Suggestions? Is this a good idea or something that's been previously shot down? |
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| Posted on 01-17-11 08:12:57 AM, in Button Icons (last edited by TheKins at 01-17-11 05:16 AM) |
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The idea was, like Retro, to use templates for quick insertion, like, I dunno, {{SNES-B}}.
I'm not sure whether to use these system-specific button sets or to make just one generic set, though.
Also, I still need to do generic D-Pad buttons. And yes, I've darkened the SNES yellow button to make the letter more legible. |
TheKins
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Originally posted by GlitterBerri What do you mean based on FF7's? Does it have button icons? I can't remember, sorry. This seems like a great idea, though!
The US version at least had icons in the font for the Playstation controller's buttons, for use in dialogue. I used an arcane and painful VRAM viewer to rip them and used them as a base.  |
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| I'm keeping them to roughly emoticon size, so they should fit with the default font size. |
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Update! Made the buttons rounder with slightly simplified shading and added N64 buttons. |
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It turns out that nearly every single AGI-engine adventue game ever released by Sierra has the exact same debug mode. Since this is an engine-wide thing, should it be it's own page, or copy-pasted into a bunch of pages for each game?
Oh yeah, have some SCUMM and Humungous Entertainment debug codes too - the SCUMM ones are different enough with each game so that's not a worry, but Humungous has the same problem. |
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Originally posted by Teflon So I was looking through the Daikatana Pre-Alpha's model files, and I found this:
I've looked though as much pre-release Daikatana info as possible, but there's nothing about this guy. I managed to load his animations, and it seems he would be able to shoot a revolver. Something tells me I'm the first person to ever have found this character, which is pretty neat.
Looks like a very early design of Boots from Anachronox. Both games started being made around the same time... Might have been used for MDL Exporter tests or something.
EDIT: I sent the picture to Tom Hall and John Romero asking if they knew anything about that model. They couldn't recall anything, sorry. |
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Originally posted by oaa Due to the frequent spam problem, I think an approval process for joining the Wiki is necessary.
Just put the entire Wikipedia article on the Tienanmen Square Massacre on the registration page.
Or a Captcha. Whatever. |
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Originally posted by TrebleTrouble
This should be in the Cutting Room Floor!
Are you sure? Maybe we should put it on Sonic Retro instead. |
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http://www.youtube.com/watch?v=EF_HUKIrKqw (footage starts at 6:20)
http://www.youtube.com/watch?v=cUgDvt0JSiA (has a rom download)
The ROM zip has a bunch of appropriately named files, but throwing them into an UMK3 ROM just led to MAME refusing to run it, so I don't know how to play it. Also, considering what today is, this may just be a big dumb hoax. For now though, I'm posting this here for more technically inclined people to see if they can get it to work (or if they can prove it's a hoax).
Again, I apologize if this is an April Fool. I'm just passing it on. |
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And the files in the ROM are apparently a renamed multi-part RAR containing a date-related AVI file. Welp, I did try and err on the side of caution.
Feel free to lock this. |
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| Posted on 04-20-11 11:47:59 AM, in Portal 2 Dilemma (last edited by TheKins at 04-20-11 08:48 AM) |
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There's a couple of hidden images in Portal 2 that are stored as SSTV signals in WAV files - in game they just (deliberately) play static, ala the pre-announcement ARG.
One of these is actually part of the developer commentary mode, and the signal contains commentary on the pre-release ARG. Does this could as a sufficiently hidden message, or no? |
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| Paper Mario: The Thousand Year Door. Lots of information and unused stuff. |
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| Posted on 07-10-11 02:57:58 PM, in Template Icons (last edited by TheKins at 07-10-11 12:28 PM) |
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I just spend an hour or two going hog-wild making new template icons because the poor HTML-resizing of the cactus sprite was kind of bothering me. So now nearly all those sorts of templates have their own little cactus icon variant, and I've done little adjustments as needed.
I do, however, have some questions:
1.) What the heck should I do with the Sucks template? I understand it was originally intended as a joke template by XK and BMF, but it's grown a bit of charm to be honest. I've currently just given it a cropped version of the original graphic since it was way larger than all the other templates, but feel free to revert that if you want the full TAKATAKA glory. Should I make a new cactus icon for it, and if so, what should it be?
2.) Similarly, what should I do for the New template? I plan on leaving Stub as it is, because Cacti are stubbly enough on their own.
3.) Sexy CSS Gradients: Yes or No?
Looking forward to feedback!
EDIT: I also Herded together a bunch of game content-related templates ala the cleanup ones for ease of access, and updated the Prototype one to resemble the rest. Please tell me if I'm going too far! |
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| Posted on 07-11-11 06:54:53 AM, in Template Icons (last edited by TheKins at 07-11-11 07:26 AM) |
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Originally posted by Waffle Ryebread How about a glossy Web2.0 cactus with a starburst behind it? (considering a lot of Web2.0 sites are vapid and devoid of content, it works both ways )
Done!
Originally posted by YK I'm actually not a fan of the Prototype template, or the "In Development" and "Unreleased Game" or whatever templates. Nagboxes are basically there because something needs to be done with the page; I'm not in favor of what basically amounts to a *permanent* nagbox atop pages. A single "text-only" template works better on those pages.
Personally, I'd perfer little "header" bar in the bob, above the title shot. Nothing fancy, just "PROTOTYPE" in white on red, linking back to the original page. Ditto with "UNDER ACTIVE DEVELOPMENT" and "NEVER RELEASED".
Thoughts? |
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Strange. I haven't had the change to run these hacked WADs yet, but the main game runs fine in my (admittedly outdated) Dolphin build at 1024x768. It's been a while since I fucked around under the hood, so I don't know if I changed any settings...
EDIT: Dag-nabbit, took the screenshots and uploaded them only to see that you'd done nice youtube videos. Fffff! |
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| I'd add these to the wiki, except I haven't played the game so I'd just be going off of that page, and I can't use those images because jpgs are haraam. |
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| And here's another lost cutscene (mentioned in your video description, but hey): Protoman |
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From the Deus Ex 3 debug menu:
No pressure. |
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Worth mentioning that the quote changes every time the menu is opened. That's just the best one.
Once Gibbed releases a proper packaging tool, I'll try and check out the menu actionscript and grab all the quotes (though some of them are in French) |