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Everything posted by Secant
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It really would probably be easier for you to release a patch or a savestate. If you're confused about how to make the former, you can find a tutorial here.
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Comparing your setup to mine, your graphics card has a bit more memory but your processor looks a little weaker. Going by that, I'd say it's unlikely you're going to be able to keep a constant 60 FPS for most titles, but I'd wager you could probably manage 40 FPS on average, so if that's tolerable to you, then yes, it should work.
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After seventy-eight seconds of this video I had to stop. My thoughts?
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I've only got two of the original N64 controllers (and two other third-party ones which both work all right), but ironically enough, it's the original gray one that works the best. Go figure. Also, dat blue. :FFF
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Pro comes with an obj exporter built in, you don't need an external plugin. The format of obj/mtl/texture folder as an export is native to the obj format, not to any particular plugin.
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Erryone Nyan knows is imaginary, no exceptions. ARRIGATOR
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Oh, it just gets even better. I actually took the time to translate his "credits." Unless Google is doing a more egregious job than normal, it sounds like even then he's only giving credit for ideas of what he ultimately made all by himself except for like three of those people. ಠ_à²
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Well, Zeth, times really have changed with the average programmer's required tasks. It's shifting from more innovative creative process to reinventing the wheel, so much now that people literally have had to stop inventing altogether and just take things that already exist and try to jam them together in a way that somehow gets the job done. That's just how video game designing works.
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Automatic generated message This topic has been closed by a moderator. Reason: Thread locked by author request. If you disagree with this action, please report this post and a moderator or administrator will reconsider it. Kind regards, The Gamer's Collective Network Staff
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The events in Skyward Sword really support this idea as well; not just with the original three goddesses who created Hyrule, but also the goddess Hylia, there is a high level of interaction with these supernatural beings and the people living in the material world, even if indirect.
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I'd hazard a guess that the most likely cause is pulling it out results in trying to load nonexistent data in Young Link's display list, hence the crash. Haven't actually looked into it though, so I'm not totally sure.
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Waterboxes are part of the map's mesh and are handled by using an animated texture. As far as I know, such features are not currently supported by any custom map importer.
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Automatic generated message This topic has been closed by a moderator. Reason: A thread for this topic already exists, see: http://www.the-gcn.com/topic/1073-what-do-you-use-to-play/page__hl__controller If you disagree with this action, please report this post and a moderator or administrator will reconsider it. Kind regards, The Gamer's Collective Network Staff
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First time I've ever seen a parent join the community, automagic +1 for awesome in my eyes. Welcome to the GCN, Dan, hope you enjoy your stay!
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Palletize the image to have fewer colors in it and you can go as high as 128x128, unless I misunderstood what Zeth told me.
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@12:10 I lol'd pretty hard
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Recently purchased something from Humble Bundle for $9.00, including: Superbrothers: Sword and Sworcery EP LIMBO Amnesia: The Dark Descent Psychonauts Bastion Lone Survivor Braid Super Meat Boy As well as applicable soundtracks. Not a bad haul at all, if you ask me.
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Director: Arnt Jenson Producers: Mads Wibroe Music: Martin Stig Andersen Rating: Plot A young boy awakens in the midst of a bleak and dreary forest, completely isolated from all society. Why and how he has ended up here is unknown, but the only thing on his mind is a dogged determination to escape, or perhaps to find someone he has lost track of. Taken through trial and more trial, this game centralizes less on any sort of plot development, relying more on abstract themes to convey its message, whatever it may be, to the player. Review This game was recommended to me just the day before I wrote this review, and, finding it included in a very cheap bundle of indie games, I decided to give it a try. After seeing a few of the screenshots, I instantly fell in love with the art style; something dark, sinister and abstract, yet at the same time in some scenes, oddly tranquil and relaxing. After starting up the game, I was not disappointed. Stylistically, LIMBO is very consistent, in that its opening, gameplay, graphical presentation, characters, and even the music all follow a very noir theme. It's most accurately categorized as a puzzle-platformer, but is definitely a few steps away from what you might be used to there. Marked by a few rather intense obstacles, the environment certainly has no sympathy for the lost little boy. Forest savages, electrical walls, falling boulders, buzz saws, and even a spider the size of a house all, for whatever reason, want him dead. Other puzzles are less hectic and not so oriented around timing, but still may require you scratch your head for a long while before finally having an epiphany and solving it. It goes without saying that the game's main selling point is the art style, which I can not stress enough is breathtakingly beautiful and haunting at the same time. Every instant in the gameplay feels as though it's not a render of the scene, but an artist's landscape. Careful attention to detail with regards to depth of field and animations make it just as much an artistic masterpiece as it is a video game. Another aspect that truly adds to the haunting feel of the game is its music--or rather, its near complete and total lack thereof. Sounds for running, jumping, and other natural occurrences are, of course, present, but actual music only plays during very intense or profound events, punctuating it with an extra burst of intensity. This, I feel, is a masterful use of silence, and proves that minimalism in a game's soundtrack can still be quite effective. To be fair, my only real gripe with this game is that some of the puzzles felt a bit strained in complexity. As TV Tropes would put it, your mileage may vary, but I found some puzzles to have completely unobvious solutions whereas the next puzzle was laughably easy. Fortunately I had a friend playing along with me at the same time, without which I likely would not have been able to complete the game in just one sitting. In addition, a few of the more intense puzzles partially involve stumbling blindly through the game and hoping for the best, only to realize far too late that you're already doomed (I'm looking at you, rotating rooms). This, I feel, isn't the best way to create difficulty in puzzles; requiring knowledge of the level layout to be able to feasibly complete a puzzle strikes me as fake difficulty, but perhaps that's just me. And, honestly, my last major complaint Overall I feel like this game should be compared to Portal; a very abstract (if any) plot, but with a unique approach to the genre and an art style that just screams to be seen, and definitely worth a play. Given that this game can usually be found for absurdly cheap prices (we're talking best case scenario less than an eighth of a penny), I strongly recommend anyone who's a fan of platformer or puzzle games to give it a try, and I'm eagerly awaiting to see where this little gem goes in the future.
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Couldn't finish the video. I feared I might develop brain cancer.
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Nintendo, I'll forgive you for delaying Animal Crossing if this happens.
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LOL ARE YOU EVEN KIDDING? College, bro. College. Fine wine or fine liquor?
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13. Seems to be my lucky number, anyway. Travel to the past or travel to the future?
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This man's legacy will live forever in the heart of le internets. His was a life well spent.