It is obvious you and I have different opinions, so it may not be a good idea to keep qouting one other to no extent.
But some things must be said:
roxahris, on May 5 2009, 04:02 PM, said:
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I don't understand why you all insist that a leader must not be omnipresent. Look at Sonic 2 HD. Vincent is always there to validate every new piece of art. He gives directions on how to improve every art posted. In this way everyone knows what they have to do.
But look at the current topics:
If test-object hadn't wrote what was the problem of the look up animation I posted, I would have never known that it needed some fixes.
Irrelevant.
If fixing the problems of a contribution is irrelevant, then whats the point of following a set style or to make good contributions?
If you make an hack, chance is you would like it to be good. This is why it helps if someone points out the problems of any contributed work.
What you said now makes no sense. It is like if you just said that it doesn't matter if a something looks bad, because it is irrelevant to fix it in the first place.
roxahris, on May 5 2009, 04:02 PM, said:
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a) it's spelt roxahris
b) it is not spelt with an uppercase R
I'm sorry for this. I haven't noticed this mistake.
roxahris, on May 5 2009, 04:02 PM, said:
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I don't understand you.
I'll gladly explain my point if you specify what part you don't understand.
roxahris, on May 5 2009, 04:02 PM, said:
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Again, to avoid the project steering out of the "good" direction, you must be present, otherwise the contributors don't know what to do, especially if so different from the original plan.
You speak as if were were explictly told "Okay, guys, make my game for me to THESE guidelines", but in reality, Chimpo was considerably open-minded. Within the restraints of strictness, of course.
It would be nice if you were right. Again, I invite you to carefully read all the topics in this subforum. When the project was revamped on the 1st of March, these were the first words Chimpo said... Oh, wait. I can't quote them because Chimpo removed every contnent in his 1st posts.
Ask any other contributor and they will confirm that post said, in little: "you had too much liberty, and you did nothing. From today we work only on one thing at time. No discussion"
roxahris, on May 5 2009, 04:02 PM, said:
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Because, you know, everyone has a different vision on Sonic 4, but Chimpo's one is so different that this project should've been renamed Sonic Advance 4, not Sonic 4. There is nothing that could be remotely similar to the classic games here, besides, ironically, the 2 Badniks completed, since Chimpo never cared about them. But wait, don't they seem out of place with the level art or the character art? Yes they do. And you know who should have said this? The leader.
See what I mean by "everyone has a different vision of Sonic 4"?! You think it should be done all Megadrive-y, little to no story... like that! But Chimpo, and others have a different vision. They just want a little bit of story. Some want a lot of story.
Also, I thought that the general consensus was that the Advance series were closest to the classic series than anything else?
And it is exactly what you said. Every one have a different vision on a possible Sonic 4, but since every one have a different vision then some one must check all contributors follows that vision.
And yes, my vision of this project was very different from Chimpo's one, maybe that's why I lost interest in this project. But in the end I still contributed something. The problem is that you maybe be more willing to contribute to a project if you agree with its direction. This was one of the main problems this project had since the beginning: different views.
However, considering anything else beside Sonic Advance 1 even remotely similar to classic Sonic is wrong. Sonic Advance 2 is vastly different and the complete opposite of what makes the Genesis titles great. In a similar way, I always though we were supposed to follow the Genesis style, not the Advance one.
roxahris, on May 5 2009, 04:02 PM, said:
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What have you contributed, Roxahris,
oh you got it right that time except for the capital
I'm sorry for making a little mistake. It wasn't my intention to offend your user name or you.
roxahris, on May 5 2009, 04:02 PM, said:
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to the project? You don't have any right to speak here. You are no one in this project. And even if you did something in the past, you abandoned the project lately.
So, we will be glad if you stop pretending you know everything.
No. You will be. See, you're being a douche about this; it's all serious business and "BAWWW WHAT HAVE YOU DONE FOR THIS PROJECT GTFO" from you. I didn't abandon the project; I watched it. And let me tell you, I saw the same every month I checked in. Except for a few small posts... no activity.
There could be a reason for the lack of activity.
It wasn't my intention to be a dick, and I'm sorry if my words were offensive (see, today I'm sure I avoided to be a dick). However, even if you watched the project from above, living it as a contributor is something different. You watched, but I was part of it. I saw what happened to the project, the lack of effort, the lack of contributors. Each day I came to this forum P:SR was the first subforum I visited. Besides, I was always like this. I don't like when someone who hasn't lived a certain experience speaks of it as if he/she is the "grand expert of everything"
I'm sure each one of the contributors has his/her own reasons for having stopped to contribute. For me it was the impression the project wasn't leading anywhere. I can't answer for the others.
roxahris, on May 5 2009, 04:02 PM, said:
STHX, on May 5 2009, 12:40 AM, said:
A hack is always a good thing, but it will still be a MD game. Even if we try to put it on an add-on (Mega CD, 32X) it would still be a MD game. It will have a limit on the total size, a limit on the type of music, the type of graphics or palette.
Anything is possible, within the reaches of logic.
Sure, but some things are more possible than others with less limits.
roxahris, on May 5 2009, 04:02 PM, said:
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I agree, Mega Man 9 is an amazing game, but what makes it great is that it isn't a NES game. If you analize it carefully you could see not the whole game could have been on a NES cartdridge (of course the online things would have never been able to be on a NES cartdridge. I'm refering to some tracks which doesn't seems very possible, and I'm sure I spotted some parts where the palette went past its limit).
Haha. Of all the things you choose to say "this isn't possible on a NES" to, you say the online mode. Someone hasn't heard of the Famicom modem...
On the other side, the music tracks have pretty much all been converted to NSF, or so I've heard. Thus, your comments about impossible things is the sorta silly, uninformed comment I'd expect from... well... you. Capcom was amazing at NES music, and.. they still are, it seems.
Should I point at
this post?
roxahris, on May 5 2009, 04:02 PM, said:
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On the countrary, even if we replicate the style of a classic Sonic game, even if we intentionally limit the palette or the audio quality, it still won't feel like a true limit. It will actually be interesting to see how far we can recreate the Sonic engine, instead of using the one of an existing game.
Also, we have E-02. Do we truly need something else?
You're not open minded, are you? No, thought not.
Give me a palette and I'll sprite. I too am hacking Sonic 1, you know. I can control the limits of Sonic 1. And if I, the last came in here, can do it, then anyone can.
Ever though that maybe my vision of Sonic 4 could suffer from space limitations? I would like to make a game when the only limit is what we manage to do, not what the system says. Why there should be a set amount of zones? If we created 15 unique and fun zones, and we create one more unique and fun zone, why should we sacrifice one of the other 15 to put it in the game? Why can't we just add it to the game? And after that, if a 17th unique and fun zone is created, shouldn't it be better if we add it to the game? And this could be repeated many more times. But sometime the file size could be a limit.
Oh, yeah, the file size:
roxahris, on May 5 2009, 04:02 PM, said:
STHX, on May 5 2009, 01:07 AM, said:
On the Genesis, the file size is a limit.
Bankswapping. CD swapping. Stuff like that. But with a CD, you don't NEED lots of space for game data anyway; just audio. Sonic CD had cutscenes and lots of speciles dynamic tiles and shit. And lots of duplicated data.
When I first discovered Rom Hacking I realized that many of the things I though impossible were actually possible. But that doesn't mean they are easy. I know only one hack made for the Mega CD, which, by the way, uses both Genesis audio and Red Book audio. But not every Genesis track could had a high quality counterpart because of size limits (or, at least, this is what I heard on its thread).
If this game will behave in a similar way, we could encounter a similar problem.
But this is something only the higher ups can decide. When the time will come, I'll contribute.
roxahris, on May 5 2009, 04:02 PM, said:
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The Endless Stage, one of my favorite things from Mega Man 9, couldn't have been of the NES. There are too many different chunks there.
Also, as I said, there are some areas which go past the palette limit.
Someone's never played Rockman 2 Endless, Rockman 3 Endless, and Rockman 5 Endless. ([/size]
Hell, I'm sure some random Japanese hacker is slaving away in secret on a NES version of MM9 that will be eventually released on a random 2ch thread and then lost for all time.) Also, Megaman games don't use chunks, genius.
You're right, I never played them. And I'm sorry if I didn't know Mega Man games don't use chunks. The only game I hacked is Sonic 1, so sorry if my conception of the other engines is limited.