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Valrahk

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  1. Well, I know I've been a bit inconsistent with keeping up the Taluka Blog posts (he said, addressing the void), but work has actually continued on the game, with the Bottom of the Bay and Hoi Island areas currently being mapped. With that in mind, the theme of this blog post is Digital Landscaping. This is probably going to sound very egotistical and snootily artistic, but… with Book 1 Gold, I'm trying to make the landscape look more realistic and natural than my previous games, and to get away from the sort of "square" look that tends to happen with the tiles used in the system. To that end, I'm using a lot of very random shapes for the terrain, with a lot of sudden shifts and odd corners and angles, to give the landscape a look almost like a topography map, but with all the details like trees and wildlife added in. I've also decided to not go in planning more than a vague idea of what features I want to add to a given map, so that the terrain sort of flows on its own to wherever it's going. This tends to make a lot of shapes that are very squiggly and random, which looks rather like nature, especially on ancient, weathered rock faces that have been at the mercy of fickle elements for millions of years. To demonstrate this, I'm posting an early screenshot of Hoi Island (sorry for the low resolution; it was the only way to fit it all in one screen). Hoi Island Map Note particularly the lack of symmetry in both the rocks on the island and the shape of the island itself (yes, I went the semi-cliche route and made it look like a turtle, but at least it's nowhere near symmetrical, and thus far more interesting to look at). Also note that it's not quite finished, and still has a bit of landscaping, especially on the outlying islands, to work on. For the programmers out there, look in the upper left corner. That zig-zag arrow-looking thing... that's all the events that are running while you're on that one map. Yeah. I would have added the Bay area as well, but its terrain is far less complete, even though it better exemplifies the random ways the terrain is placed on the map. Also, I'm definitely planning on re-opening the topic when the next Demo is ready, probably when it hits the testing stage (I'm doing testing with all releases now, especially after Piraka Mania's extended debugging problem). Well, until next time, I'll keep on makin' that game.
  2. Well, I'll admit there hasn't been much progress on Taluka over the past couple of weeks. All that's really happened has been in improving the water tiles to look less blocky and mapping a little bit of the underwater area between Ga-koro and Hoi Island. In short, don't expect the next Demo to come rushing out anytime soon. Part of the reason for this is that I've had my attention stolen away by college (it's starting to get into full swing now) as well as another project that's too early to announce right now (and no guessing--I guarantee you'll get it wrong). All I can reveal about it right now is its codename: Project Terra. Oh, and Mario & Luigi: Bowser's Inside Story has been pretty prominent in my life right now (beat it on Friday--Woot!!!) Anyway, hopefully soon I'll get back into a groove for working on Taluka, and I'll be able to release the next Demo (and restart the topic) sometime before November... on the other hand, there is Brutal Legend on the way... so I have no idea, really. Just know that it's being worked on... very slowly. I'm also considering, as a little side-project, releasing a Bionicle-themed version of a text-based game I made in Programming class last year... not at the moment, but maybe sometime soon, possibly over winter.
  3. Well, I've been planning out side-quests lately, and have since decided to add yet another boss to the pantheon of hideous beasts I posted about a few weeks ago. Queen Hoto: Bloated Antipodal Insect This massive bug is the boss of Koraka's side-quest, which is the new place for the melting Ice Lake in Ko-Wahi. I've decided that this boss will be immobile, fitting with both its size/status and my inexperience with massive boss monster AI. Instead, the challenge will come from its environment, which will place a de facto time limit on the battle. Also, I may add a third side-quest boss into the mix, to add a bit more challenge to the quests. In other news, I've managed to bring myself back to working regularly, and have since completed the lengthy cutscene chain that occurs in Ga-koro (almost). Next is the underwater area linking Ga-koro with Hoi Island. Now, for the part that fits squarely into the "miscellaneous" part of the post: It's a minor feature/side-quest: Scattered in secret locations throughout the island (some maybe not-so-secret), you will find Protodites. They're invisible, but you'll know when you've found one, because they'll tell you... what happens if you find them all? I don't know yet! All I've figured out is that there's going to be about 60 or so (10 in each Wahi and a few extra, likely 4), and that none are going to be inside dungeons. Well, that's it for this week--Tune in next time for... something!
  4. Well, I never expected the forums to go offline, much less for as long as they did. That said, work on The Taluka Chronicles has proceeded at about the pace of forum posts over the past few weeks, probably due to lack of motivation (with no community with which to communicate here, and no other location in which the game is being released), and the fact that I was on vacation last week. So, basically, Taluka's been on hold for the moment, and will continue to be, unfortunately, for the next week or two, as I'll be moving in about a week, and my schedule for the week or so is only about half done, and I probably won't get much RPGmaking done until that's sorted out. In terms of progress, I managed to map about half of Ga-koro's exterior before the details of specifics on where buildings were and how they would relate to a cutscene would work bogged me down (forced mapping really kills a creative flow, as it turns out). Also, I may as well speak of the other 800-lb gorilla in the room, Piraka Mania. I'm doing some beta testing myself to make sure it gets done, though, once again, I can't quite say when it'll be released.
  5. Valrahk

    Meet The Boss(es)

    Thank you, Emzee. Now, how, exactly, am I supposed to add this to the blog? (I'm still a newbie at Blogging...) And yes, this is going to be the final version of the game. I've got other ideas to take care of, but I shouldn't be saying anything about them yet...
  6. Okay, it's time for some major spoilers! In this entry, I'll be revealing the name of each Chapter boss in the game, and provide some details on their appearance and/or strategy. Prologue: Granja (Ta) If you've played the Demo, you'll realize that this isn't really a spoiler. Anyway, on to some tips: If he stops for a second, run away from him; he's about to do a jump attack. Also note that he does a second, smaller jump attack soon after. Chapter 1: None (Onu) Yup... there's no boss for Chapter 1. It's mostly story events that take place. There is a mandatory ambush fight, but it's a cutscene, and you don't do any real fighting. Chapter 2: Lokanna - Mutant Aquatic (Ga) I actually drew up some concept art for this thing, but have lost it since then (it was a while ago). Anyway, it's a combination of a sand shark and a squid--the tentacles replace the tailfin, and it uses those to attack from a distance. I'll try to find the artwork for it, but it's not that high on the priority list. Chapter 3: Kraatoka - Consumed Parasitic Host (Po) This is set to be in two stages, and will probably take longer due to the fact that you have to defeat the Kraata that accompany it separately. I can't be any more specific than that, since it'll spoil just a bit too much for my liking. Chapter 4: Vatuka - Mobile Biotic Geomass (Onu) Well, I did say it was returning, but this time, it's a very different battle, and will be a challenge for me to program, since it involves a lot of synchronized, choreographed rock movements. Chapter 5: Krystaal - Posessed Cryogenic Spirit (Ko) This one's a bit harder to describe: You'll be trying to dodge both the mobile ice spikes lining the walls and this chunk of ice, which is being controlled by a spirit through the Matatu inside. Chapter 6: Malu Nui - Predatory Mutant Fungus (Le) This is a giant fungus that's infesting the roots of the Great Twin Trees. I still have yet to plan out this fight, since it involves making fungus menacing (no easy feat) and incorporating that dungeon's Tool, which is not usually useful in a fight (unless...hm... that might work... sticky fungus would be disgusting but plausible...). Chapter 7: Twinblade* - Mechanical Swordsman (Ta) This is set to be a frantic battle: Just your party against a machine that has similar capabilities: Jumping, Dashing, Projectile attacks, etc., and, during later portions of the battle, is actually a bit faster than you are. Watch out, and bring plenty of healing items. Chapter 8: Granja - Rogue Matoran (None) I won't reveal the location of the final battle yet, but I will say that Granja is still the final boss, unless you've completed all of the major side-quests. Then, it's different, and not to be revealed now. Side-Quests: Klarex* - Gyroscopic Mechanical Defender I will reveal, however, that Granja's Hideout, the mini-dungeon where you meet Pokonas, is still in the game, and will be expanded for a side-quest, which ends with one of the toughest bosses in the game, second only to the secret final boss. *-Name may change before final release. There you have it; all of the main bosses in the game. The minibosses I'm not going to reveal just yet, as they are the means of getting the Tools that allow progress through their respective dungeons. I would like to (sometime soon) show one of the miniboss's inspiration--an old MOC of mine that I'm modelling it after. I suppose I'll reveal its name, if nothing else: The Krawkin. On the progress side, I'm currently mapping Ga-koro and working on an official banner. By the way, Demo 2 is going to cover up through Chapter 2, which includes the fight against Lokanna. Unlike Demo 1, however, it won't end at the end of the battle and leave you hanging. It'll end probably around the time you return to Ga-koro, and allow you to explore and tackle the first accessible side-quest of the game. Also, the side-quests I'm referring to are going to be based on a specific character, like the ones in Chrono Trigger. The one you'll be able to access in Demo 2 is Onuka's, and you'll be able to start Garan's, but not finish, since it will involve exploring all six Wahi to complete.
  7. First off, no, I will not be translating The Taluka Chronicles into any other languages. I only know Spanish, besides. What I mean by "Lost in Translation" is that some material won't be making it into Gold Edition for one reason or another. -One thing that's not going to be added is the Elemental Damage system. With the complexity of the battle system already in place, adding elemental advantages would be too much work and wouldn't add enough gameplay value for it to be worth it. -On a brighter note, the repeating Vatuka bosses are also out the window. This is just to add more variety to both the boss designs and strategies. -The Emblem Temple section is being removed, but only as a mandatory segment. The emblems are instead being sent to side-quests. This also means that some of the mini-bosses associated with them are also being axed, but then, fighting Lava Rats and Takea swarms weren't quite the high points of the previous versions. Wait a second... as I recall, one of the Emblem quests will be part of the main story, and you'll see what I mean when you eventually play it (I can't reveal how just now--Too big a plot point to spoil). -The segment in Chapter 2 aboard the S.S. Takea has also been removed. There is, however, still a ship, still some pirate action (more so than previously, actually), and a much better dungeon design for Hoi Island. -The screen-by-screen progression for the Le-Wahi jungle has been removed, but I still haven't decided what will replace it--likely it will be similar to the technique used in the Charred Forest, where it's a continuous map but it doesn't appear that way. It should cut down on the amount of aimless wandering from the previous version. -Also, Le-koro isn't going to be in the game. This is to maintain continuity, and to keep with the darker feel of the game. There is still a village, but it's the Boxor encampment, since Le-koro has been invaded by the Bohrok. -The old final dungeon, the Mysterious Tower, has been axed. It was just a little too boring and repetitive to be honest. Its replacement will be close to the same length, but much, much more varied (and I'm not telling what it's going to be yet, but I will say that it's big enough to have three separate music tracks attached). -This should be obvious to those who have played the Demo, but the old first objective, finding Takua's lava board, has been removed. Again, this was to keep the darker feel for the game, and to get right into the action. -The constant returns to Nokama for re-translating the Tablet are gone as well. Like the Mysterious Tower, it was just too repetitive and dull. -The mandatory quest to rid the Frozen Lake of Hoto is also gone, but like the Emblems, it's been moved to a side-quest. -The Matoran Assistance Program, as a system, is likely to be removed. The concept of minor side-quests to help Matoran is still there (Nislow in Ta-koro is part of the newer, less cumbersome system). -The frustrating (and technically broken) Oktus Nui boss has been replaced by a similar, but more interesting (and much harder to screw up on the programming side) battle, which I will reveal in the next update. -The minigames, unless I somehow find the time, may also be axed. Definitely the original ones are going to go, even if minigames are present in the game (except for Mine Cart Racing--That might require some serious tweaking, but it's on the list). -The Mangai Volcano dungeon is also set to be removed. It's been replaced by a much bigger and harder temple complex. -The frequent timed chase scenes against Granja have been removed. This comes largely from changes in Granja's character (he's become a much more compelling villain now, and constant bumbling and theft doesn't really add anything to that). Now, I know that's a lot of stuff removed, but trust me- the space left by those removals will be more than filled with much better material (the Emblem quests in particular are far superior to their predecessors in just about every way imaginable, even though two of them aren't even thought up yet). Now, on to some of the improvements, namely the equipment from the Onu-koro Mines. Here is a screenshot of the cablecar that takes you down to the bottom of the mines. It was based on the one from MNOLG, with a few liberties taken (namely the floor panel shape). Also, this graphic is really complex, taking up all three of the available layers in RPGmaker 2003. Here is that infamous drill with the missing control lever. Now, notice that odd-looking little thing beside it (on the right); That was the original drill from previous versions of Book 1. Needless to say, it's been improved. Also, the design for the new drill is based off the Brainwash-O-Matic from Piraka Mania, but has been completely reversed. and gotten an extended platform. NOTE: These screenshots are not final, and will have minor alterations when Demo 2 is released. As for progress, Ga-Wahi's jungles have been started, the necessary parts of the Great Mine have been mapped, and really that's about all I can say for now. Oh, except that the battle system can now handle up to 20 enemies on screen at once.
  8. Well, for those who read the topic, yes, I meant that I'd get this blog up today. Now, on to the update. Since the Demo's release, I've found a couple of little bugs (but then, such is the nature of gamemaking): The training facility in Ta-koro doesn't have the event that enables jumping and dashing, and there is the other annoyance of not being able to die... perhaps not so annoying. Thinking of that, I should probably add some sort of warning for low health, like in Bionicle Paracosmos, as there is no other way to indicate that the hero is near death with the system... Anyway, on to progress: The tunnel leading to Onu-koro has been mapped, though only the parts accessible in Chapter 1 (no need to take care of the other parts until necessary, as that would slow things down too much). Enemies still need to be added, but for now, I'm focusing on Onu-koro, which is also mapped in part, with mostly buildings and other details to add. The western "wealthy" district (with the associated cameo) will be returning, but won't be accessible until later, and won't be added until Demo 3 begins (jumping is required). Also, I suppose I should mention that I'm planning on multiple versions of Onu-koro appearing, to be in line with the Bohrok attacks and subsequent recovery. This means that the dungeon in the Great Mine, where you first get the Tablet and » Click to show Spoiler - click again to hide... «will be returning to later in the game will be inaccessible for a couple of chapters. One last note: The dungeon order is being altered somewhat: the first real dungeon is in Chapter 2, and is the Ga-Wahi level, not the Onu-Wahi one. The dungeons will also be much more expansive than last time, with the first one having at least ten or so rooms and the rest increasing from there. I may also use the technique from the Charred Forest for some to cut down on enemy re-loading and therefore difficulty (as the current setup heals all enemies' health whenever you leave that map). I know it's a bit techno-babble-y, but I understand it, and that's the part that counts. Well, that was a bit longer than I thought. Well, see you next week with Update 2.
  9. As stated in the News section of the Piraka Mania topic, I've gotten the developing game back from Anonymous_the_AB. However, there is still quite a bit to be done: Here's the itemized list: -Graphics for Enemy characters (Monsters, Charsets, and some skills)-Only a little bit done. -Animations for new skills--About halfway done. -Battle Charsets for Rondo-Yet to be done. -A Side-Quest that's a bit hard to explain-Planned out, but not ready by any means. -Cutscenes and related graphics-Almost done. -Unlockables- About a quarter of the way done. May not be done by time of release. -Infrastructure- For the most part, this is ready for release. I'll still have to check up on it, though. -Minigames- These are nowhere near done, and I probably won't have more than one or two in DEMO 3. Keep an eye out, though. I'm sure there was something I forgot, but then, I'd like to think I have a bit of time before I get all this done. By the way, the final version will probably be released around the Holiday/New Year's time period, so for those who don't want to play the DEMO, don't hold your breath just yet.
  10. Alright--for my first entry, I may as well talk about the game that I'm working on right now, Piraka Mania. As the progress bat in the topic clearly says, I'm pretty much done with Level 6, at least for now. Level 7 has started, and the dungeon has been designed. This dungeon, the Piraka's Castle Keep (yes, you finally go back to the castle in Level 7), has a theme, much like most of the other dungeons have, and this time around, it's Music. As part of the challenge for the dungeon, you have to "Play" a giant keyboard in the middle of each floor of the dungeon to proceed. The problem is: You have to figure out what song to play. On each floor, there's a room that shows the sequence of the notes in the song you'll play. Don't worry, though; the songs aren't long, being only a few notes apiece. Only the first and last songs of the dungeon have been determined, but rest assured-- they'll be spoofs, just like some of the other bits of comedy in the game. Okay, that was easy. I should probably start doing this more often.
  11. Because I have the ability, I've decided to start a section of the blog devoted to the progress on my various video game projects. This may seem like a very boring idea, but if you want to hear up-to-date info on how the next Taluka game is going, you shouldn't be disappointed. You'll also get some sneak peeks at parts of the games that haven't been released yet. It'll be more interesting than it sounds, I hope...
  12. Last time I typed anything out here, I was yakking all about RPGmaking, and the basics of how it's done. Now... it's time to reveal how I do things-- You might be surprised-- Scratch that-- You WILL be surprised. First off, for the fans of The Taluka Chronicles out there, just know that the next game is being made, but at a pace that makes a snail look like Roadrunner after 10 cups of coffee. However, since I'm going to reveal a few little tidbits about Book 3 later on. Now, on to the main event. I've noticed a slightly recurring pattern in my work that most of the games, at least in a few aspects, have had plenty of time to develop in my head before any real work gets done. Right now, Taluka: Book 3 is in that stage, and there are some awesome ideas. The same goes for Book 1, though not to as great an extent, as the game in that version had surprisingly little time to get to its final form, and was very different from that form in the beginning. In fact, not even the battle system was complete at that point (If you know the secret controls of RPGmaker, you can actually find a remnant of the old battle system hidden in the Ta-Wahi Lava fields). Book 2 had some time to develop, but I don't think it was nearly enough, given the scope of the project. I also got extremely overzealous with the mapping, but that's beside the point. Then we come to Piraka Mania, whose secrets shall now be revealed. Unless you count Book 1's previous incarnations (i.e. Taluka: A Ta-Matoran's Tale), Piraka Mania had the most time to develop from its original conception, and thank goodness for that, because it would have turned out an absolute disaster otherwise. You see- that game started as a really lame idea called The Stupid Piraka Game. Slowly, a semblance of a plot developed, involving a quest across a group of circular worlds (sound familiar), each one corresponding to a given element, with a Castle in the center. That done, I decided to start making graphics, and made a lovely set of very scared Matoran (one of which can be seen in the current game's Dock Town Trading Post), and a forward walking pose for the main hero. To be quite framk, I hated the graphic I had made. The sprites themselves were fine, but the animation was sorely lacking. That killed the idea for months... and while Taluka Book 2 was reaching the height of its production, two things happened: 1- I found--no, made-- a better Piraka sprite from a Bonesiii semi-Toa sprite that I re-engineered into a workable Toa charset, and 2- A single piece of music was found, which would later become the battle theme for Piraka Mania. After that, the magic started happening, and now, I'm in the middle of it. That's what I think probably sets me apart from the other RPGmakers on the Forum: Music. Sure, we all use music, primarily MIDI (which, no matter what other people will say, I still like the format), but I think that, to a degree greater than the other RPGmakers out there, I let the music make the game. One song--one little minute-and-a-half-long song, was the biggest catalyst for getting Piraka Mania into fruition. Likewise, it's music that's the main driving force behind Taluka Book 3, and another, far more secret project, that I shouldn't even be revealing the existence of at this point. To give an example, the new Miniboss theme for Book 3 (well, not quite new, but slightly different) actually helped shape the character of one of the minibosses, making him into a crazed, twin-sword wielding lizardlike Rahi that will scare you out of your wits-- albeit, for a second, but still. Music also was one of the significant catalysts in creating a unified theme for the first 5 Bosses of Book 3: They will all be mutant Rahi, kind of like the bosses from Yoshi's Island, but more twisted and evil. I'll just tell you the one that inspired all this: Vampirus, a bat that has grown so fat that it can't fly, and flaps its massive ears to push you into a wall covered in spikes. Sound wierd? Yeah... that's me for ya... Yeah.... as you can probably figure out, music starts things off, but after that, it's a fairly standard equation: Map the area, add the objects, check the coding and move on to the next map. Before all that, though, I generally plan out what I'm going to do, and most of the planning is focused on the dungeons, which, at least in my mind, make up the bulk of the gameplay experience. Also, anyone who plays my games will notice that the dungeons look different from those of most other RPGs out there, since each room is given its own separate map, inevitably making the dungeons much, much bigger than they would using the alternative method, which involves putting several rooms into a single map, so each floor of the dungeon is all one map. Then there's graphics, and again, I have a very different style from the other RPGmakers I've seen in the Forums here. Personally, I prefer the Bones style of graphics, which has a generally unified style, and... well, I just like it. It works very well, and can easily be adapeted for a variety of purposes. There's also my mapping technique, which tends to be somewhat irregular, but intentionally so, especially in field areas. I really don't like field areas with ledges that are peftectly flat and sqaure. It just doesn't look natural to me. Even the flattest of rockfaces varies from time to time. I also have a grievance withusing Roof Tiles as walls in cave dungeons. I've used my fair share, and they never look natural, which is what caves generally are. Angled walls fix that right up. Ah, but enough about that. Time for something more fun: A Review!-- Oh, wait-- no, THREE REVIEWS!!! And even better: The Good, the Bad, and the Ugly-- that's right! I'm tackling Sonic the Hedgehog, Home Alone: The Game, and Gadunka!! Review #1: Sonic the Hedgehog Storyline: 3/10: Let's face it-- Platformers never seem to have very good stories attached to them, particularly the early ones. The story basically consists of Sonic chasing Robotnik (literally, at one point) through a range of stages, each with their own unique environments. That ain't exactly the winner of the Academy Award for Best Screenplay... Gameplay: 8.8/10: the gameplay mechanic is simple, but it works like a charm. There are hardly any glitches that are of major consequence, and everything works marvelously, and proves the power of 16-bit systems. The gameplay itself is, again, simple, but then, when the main character is called "The Fastest Thing Alive" (as the cheezy Cartoon put it), stopping to solve complex, involved puzzles just doesn't fly. There are puzzles, but nothing too terribly mind-bendong. For a platformer based on speed, it's definitely not too shabby. The challenge level also increases excellently, though there's a few frustrating spots (Labyrinth Zone Act 3-- Enough said). The bosses are pretty good, aside from the final boss, which was a bit disappointing. Overall, excellent gameplay. Graphics: 8.5/10: While they aren't exactly "Next-Gen", Sonic's Graphics are excellent, and would probably sell the game on their own, with a few extra frames of animation here and there, were it first released in the past year or so. The graphics lend the game a style that seems part natural, slightly technical, bright and cheery and a bit awesome all at the same time, which works really well with the rest of the game. Music: 8.8/10: The music for this game, while it is rather severely limited by the games primitive synthesizers, works well within its boundaries, and comes through with a good soundtrack. The songs all seem a bit optimistic, but then, it ain't exactly a very dark game. A lot of it is memorable, and it maintains a cohesive style throughout the entire game. One could say that, given the proportions, the game has a lot of remixes, but that's only because the game's soundtrack is fairly short, which is its most major flaw. Overall: 7.3/10: Not bad, considering the game is 16 years old, that's not a bad score. Time has done its worst, but Sonic's still on top in this classic. Review #2: Home Alone: The Game (Cue Jaws Theme) Graphics: 4.5/10: Don't get me wrong-- the Super Nintendo has some great graphics. Unfortunately, this game just doesn't take advantage of them. You know the game isn't going to be a superstar when the credits roll before the title screen... which consists of the title, an option to start the game, and the Options menu... yeah... not a great start. The graphics for the cutscenes are halfway decent, but they're just still shots from the movie with cheezy text graphics that seem like they belong in an 80s arcade game. Everything else... barring some color adjustment, if even that, would probably look just as good (or bad) on the NES... you heard me... Music: 5.5/10: This isn't actually that bad. There are some decent classical pieces, some christmas-y tunes, and I think some original pieces, which can get rather obnoxious at times. This is probably the best part of the game, which is actually rather sad. Storyline: 1.1/10: Ouch... well, to be honest, the story is just a cheaper, cliche'd version of the part of Home Alone where Harry and Marv invade. This is just not good. Gameplay: 3.8/10: The gameplay consists of running through a group of levels, gathering a bunch of toys and treasures, and throwing them in the basement (?!). Along the way, you squirt multiple copies of Harry and Marv (or, as I think they intended, members of their gang, which wasn't in the movie at all), go through some basic platforming, and have to do some simple (but rather clever) puzzle-solving. However, there's the annoying part of the Lives system: You only get three lives to start, and unless there's some clever way around it, that's as many as you'll see throughout the game, which makes it very difficult, especially early on. I managed to make it to Level 2 with 1 life left... not good. Overall: 3.8/10: The game works, and is playable, but it's just not good. If it was also available on the NES, I'd venture a guess that it's about the same on that system, and I'm not kidding. Here's my personal advice: Watch the movie, and if you see the game in a used game store, leave it there, unless you want a dose of perspective as to just how "bad" some other games really are. Trust me, just about any game will look like solid gold stacked up next to this. Review #3: Gadunka Parts and their Usage: 8.8/10: Gadunka has a fairly decent array of parts, mostly from 2003 onward, and really only one new part, being the obvious skull piece, which is a nice Glow-in-the-Dark part. The way the parts are used is what makes Gadunka stand out, though. The Matoran swords for claws work well, and the teeth look excellent for an ugly sea creature. The legs look abnormally thick, but then, they kinda have to be to support such a wierd mass. Some of the parts are arranged in wierd ways, like the torso piecess.I like the use of Hakann's foot for the mouth, though from the underside, it doesn't look that good. Building and Assembly: 8/10: For the most part, the building is fiarly straightforward, especially on the arms. The Torso was a bit of a challenge, but not that frustrating. The legs and head were interesting, but not very complex. Overall, the building was interesting, and a refreshing break from the simplicity of the Canister sets. Functions and Features: 4.5/10: Let's face it: Bionicle has been sorely lacking in real features since 2006. The only real feature is posability, which Gadunka pulls off with some good originality. The limbs are basic and simple, but it's the hands and head that really shine, with moderately posable fingers and an opening jaw. Not bad, not bad... it could've used some functions, though. Squids don't count, though. They just don't work. The Fun Factor: 5/10: Gadunka is pretty fun for a while, but he can get boring in a hurry. Still, he's not a bad set to play with, but he looks much better on display. Overall: 6.6/10: Gadunka is interesting and original, but he can get boring in a hurry, and, like many of the sets this year, doesn't have much in the way of features. He's still a decent buy. I'd definitely reccomend him. And now for the Quote, from Me:
  13. For those who haven't been paying attention, I'm an RPGmaker, which means that I actively make and release computer games made with... you guessed it: RPGmaker. That means something else, too: I'm that special kind of geek that can put their skills to use effectively. But, whatever. Back to what I was originally talking about. If you've ever played a Final Fantasy game, or a Paper Mario game, or something of the like, you know exactly what an RPG is, so I won't go and bother explaining it. Besides, I want to save text space for blathering about how I actually make the darn things. Before I get to that, though, I want to say to any budding RPGmakers out there that making a Software RPG (the kind I deal in) is not as easy as playing one, but it's not that hard. As with everything, it's making the thing good that's the hard part. Now, how RPGs are made depends, ultimately, on who makes it. Some people like to make massive, expansive worlds that are incredibly easy to get lost in, and some prefer linear paths linking dungeons and towns. Then there's the battle system, which offers two fundamental options: In-map Battle Systems, as developed by Bonesiii and Ojhilom, or the Standard RPGmaker battle system, also known as the ATB. Again, it reflects everything in that each has their own advantages and disadvantages, which further provide unique challenges with making the RPG. With the ATB system, the challenges go immediately to the resources side, placing a heavy burden on graphics, music and sound effects. This is because, with that system, a separate battle screen, which is generally displayed as larger than the overworld, which means that larger, more complex graphics are needed. To compare, the average in-map charset (character graphic set) consists of a dozen individual graphics, three frames in four directions. However, a good battle charset requires easily twice that, for various things, like being damaged, death, attacking, and the idle stance. There's also the battle animations themselves, which can be difficult and complex, unless you want to use the premade animations that come with the program (which is only rarely a good idea), and each of those requires sound effects, which in turn needs a good sense of timing, as well as some patience. Then, there's the issue of music, mainly the standard Battle Theme that every ATB RPG needs. Without it, there is no intensity in the battle, and the game gets boring faster than Captain Falcon hits the finish line. But then there's the problem of what the battle theme would be. This quandry can make or break a game, and I know this firsthand: The most active game I'm making right now, Piraka Mania, was restarted primarily because I discovered a good battle theme that would work. On the other end of the spectrum, the In-map system, the emphasis goes with it, slamming headlong into some the heaviest of programming with this system. This type of programming, which, in its most basic form, can seem relatively simple, but can easily drive a novice programmer insane, especially when you start to realize just how many variables you need to make this system. For a complete, six-dungeon game, you could easily use upwards of a thousand variables for the puzzles and combat alone. While this system may seem complex right there, it can get even more so, when you start adding projectile-based weaponry and other such additions to the mix. Despite having gotten used to the basic system, The Taluka Chronicles: Book 2 took at least two months longer to complete than Book 1 did, more likely three. However, the trade-offs can be well worth the effort you put in, as the boss battles that can be made with an in-map system can be far more involved than those of an ATB, where the highest degree of strategy you can accomplish is "defeat them in this order, and it'll be far easier", or" don't attack him, attack him." By contrast, an in-map system allows you to attack parts of an enemy using a certain piece of equipment, or attacking this part of the enemy, which allows for a much more varied and involved battles. There's the ultimate reward for that system, which is why I tend to prefer that system. However, there are certain things you can only do effectively with one system or the other, such as certain attacks in Piraka Mania, like Garten's yet-to-be created Python Stomp, which, if you've ever seen an episode of Flying Circus, makes it relatively obvious that you just can't do that with an in-map system. On the flipside, it's nigh impossible to make a frantic, high-speed Final Battle effectively using ATB. So, if any up-and-coming RPGmakers are reading this, choose wisely. Personally, I tend to prefer whichever system most effectively gets the job done, which usually means that I use the In-map system. Again, though, that's personal preference. And now, for the Chapter Review: One of the best games ever released, that Super Nintendo Classic: Super Mario RPG: The Legend of the Seven Stars: Graphics: 9.3/10: Excellent, by any standard. This game could easily sell as a GBA or DS game with only minimal graphic cleanup, and I mean that. The Advanced Computer Modelling technique that saved the SNES shines again here. The Characters and Environments are superb, and the animation is smooth and effective. Yet therein lies the only real flaw with the graphics: the battle animations often seem incredibly generic, too much so for this game. Other than that, though, the graphics are, as stated, excellent. Music: 10/10: This is easily one of the best RPG soundtracks I've ever heard. The music is of supreme quality for the system, and almost all of it is memorable, the only exception being a few somewhat rare fanfares. Remixes are excellent and plentiful, and even include songs that are combinations of remixes. The different factions each have their own themes, and even remix their own tunes! Every piece of music fits the environment perfectly, and adds an air of optimism and adventure to the whole thing. In short, the music is some of the best I've ever heard, and deserves the rating. Gameplay: 9.4/10: The gameplay mechanic of SMRPG is pretty much a slightly simplified version of your standard gameplay mechanic, using trun-based battles and an Overworld where monsters roam. The puzzles aren't as involved as they could have been, but are good nonetheless, and are almost always intuitive enough to get by them fairly quickly, which makes them that much better, because nobody wants to be stuck on one puzzle for two hours, do they? There are also plenty of secrets in the game, which adds significantly to the whole experience. However, many of the secrets are just a bit too obscure and difficult to discover for me. Also, the battle mechanic is just a tad too easy, especially near the end, since it doesn't evolve enough through the game, as seen in many RPGs these days. It's not that big a decrease, however. Storyline: 9.8/10: An excellent story is told here, with very well-developed characters, and a dynamic plotline that encompasses multiple simultaneous quests that all tie together into a great tale. There's even motifs among the members of the hero's party and the villain's army, the villain's motif being the more obvious and excellent: They're all weapons or creators of them. The dialogue is just as good, and will have you laughing in spots, and all but crying in others. Even the silent moments of the game follow such a pattern, again adding to an already wonderful experience. The only flaw that can be found in the entire thing is that the main villain doesn't appear, quite literally, until the very end of the game. However, this is used for the effect of adding mystery to the game, so it only removes a little bit from the score. Overall: 9.6: An excellent game, by far. If you own a Super Nintendo, and don't own this game yet, call every used game source in your area until you find one, or head straight to Ebay. This is not a game to be missed out on. And now, the quote of the week, from my Assignment Notebook, or, as I call it, the Book of Stupidity:
  14. And now we come to one of my favorite subjects: Bi-directional Temporal Movement, or, for those who don't have a thesaurus wedged between their ears, Time Travel. It's been a staple of Sci-Fi almost as long as extraterrestrials, and probably has just as many stories surrounding it. Personally, I wish I could make a time machine, then go back and see who came up with the idea. One thing I find surprising about time travel-- It's an excellent plot device, but nobody seems to use it! Only once in a blue moon does a good time travel story pop up, and when one does, it becomes an instant classic. Case and Point: Back to the Future. It's easily one of the best movie series I've ever seen, and... no, that just about sums it up. It did everything right, especially with the time travelling, except for one little detail I'll get to later. I could also use The Legend of Zelda: Ocarina of Time as an example, but by my definition, it's not technically time travel. Sure, you DO travel through time, but-- unlike just about every other time travel epic out there, the main character doesn't retain his age when he travels through time. That's the key there. That's what makes it different. On the note of retaining your age when you travel through time, I've found a wierd phenomenon that is a serious hinderance to time travellers: While you can go back and forth across the fourth dimension (a.k.a. Time) theoretically for eternity, your body works on its own pace, and, after a few decades, you'll find yourself much older than when you started out, thus making it possible (even likely) that a time traveller could die before they were ever born! It's wierd... Time travel has all kinds of wierd phenomena attached to it. One of my favorites is what I call the "Temporal Information Loop". Here's how it goes: You have two people, A and B, and 2 Time periods, 1 and 2. in Time 1, person A (who has travelled back in time) teaches person B something, say, how to fix a time machine. Between Time 1 and 2, Person B tells Person A (before he travels back in time) how to fix the time machine. Go forward to Time 2, when Person A goes back in time to Time 1 with the information he learned from Person B, and teaches it to the past self of Person B. Therefore, the question must be asked: Who taught who the information? The Answer: Nobody. That's the wierd part about the Temporal Information Loop; there is no creation of the information, so... nobody thought it up. That's about the simplest it can be explained. If you're confused, watch the last 2 episodes of Star Trek, the Next Generation. That's where I first experienced this. There's also another phenomenon within Time Travel, which I found on a certain online encyclopedia, that I find fascinating, and it works very much like the Temporal Information Loop, but takes it to the next level. Here's how it goes: A guy has a serious grudge against one of his ancestors (in this case, his grandfather), and goes back in time, coincidentally, before his father was born, and kills his grandfather. Here's where time travel messes things up. Since he killed his grandfather before his father was born, he could never be born, so he couldn't have gone back in time to kill his grandfather, which inevitably means he was born, which means... that this phenomenon could go on for eternity like this. In short, unless you want the entire cosmos to unravel itself, avoid this situation. However, there's one recurring theme in many time travel epics that I dislike: The "Bad Future". You see it in Back to the Future, Ocarina of Time Star Trek: First Contact, even Meet the Robinsons, and in every case, provides a strong motivation for the main hero to accomplish whatever time-travelling task he has to take on. There's just one problem with the Bad Future: It can't happen. Here's why: Since, in all of these Time Travel epics, the hero inevitably goes back in time to fix the problem, the Bad Future disappears into the void, leaving one question: If the problem that created the Bad Future was solved in the end, how could the Bad Future exist in the first place? It's one of the very small number of phenomenon in Time Travel that repeatedly is used, despite its impossibility. Somehow, though, we all seem to believe it as it's happening. I'll bet you're wishing you had a time machine right now, so you could go back and actually read all of this, aren't you? And now for something completely different: a Game Review! This chapter, the game fits in with the theme: The Legend of Zelda: Ocarina of Time. NOTE: This review is based on the Gamecube port of the game, specifically, the version that also comes with the Master Quest. As far as I'm concerned, the only noticeable differences are the colors of the button icons. Graphics: 9.7/10: These are simply some of the best graphics I've ever seen. Only rarely does anything seem out of place or primitive, expecially when you consider that some of its competion had the power the the 128-bit Dreamcast behind it. The character modelling is superb, and the environments are some of the best I've ever seen. The textures sometimes seem oversized and blurry, but that's minor. My only other dislike is the way they made the bushes, since they look like cardboard cutouts. Other than that, I'm thoroughly impressed with the graphics. One thing I found most surprising though: They actually seem to get better with time, as the game looks better now than when I first started playing it. Music: 9.9/10: Excellent, and just a hair shy of perfect. The soundtrack pretty much speaks for itself here, and goes far beyond anything previously seen in a Zelda game, not to mention just about every video game before it. The sounds may have been synthesized, but that's not even worth deducting a tenth of a point off. Many of the songs are extremely memorable, and fit the environments like a glove. My one and only complaint about the entire soundtrack is that there were only a tiny handful of remixes outside of itself, being Kakariko Village, Zelda's Theme and Ganondorf's Monologue (those were the only three I noticed), but that's extremely minor, and only worth that tenth of a point deducted. Also, a bit of trivia: Nowhere in the entire game is the Legend of Zelda Theme (The original Overworld) found. Thankfully, the Gamecube version has that on the main menu screen. Gameplay: 9.8/10: Superb, definitely superb. This game sets the standard for the 3-D adventure game much like the original Legend of Zelda set its own 2-D standard. The physics are excellent, the combat brutal, and the puzzles mind-boggling. It all comes together wonderously. No item goes without some use at one point or another, except a few masks, which are just there for fun anyway. The bosses are challenging, moreso than some of the more recent bosses, and really make you think. The side-quests are excellent and plentiful, and will keep you busy for hours beyond the main gameplay. Again, there is only one minor thing keeping it from a perfect 10: It has a few little bugs. Thankfully, they're largely avoidable, though can still get a bit annoying. Story: 9.7/10: I'll just get to the negative first: It uses the old cliche of Adventure Games: You have to get stuff... as the primary goal of the game. But, like everything else, that's just minor. The actual story portions are amazing, and work extremely well, despite Link's status as a Silent Hero. The cinematic sequences are excellent, and tell the story superbly. The characters who actually do speak show their characters quite well, and each one has their own motivation and methods of achieving their goals. This is by far one of the best stories yet told in a video game. Overall: 9.8/10: This is by far an excellent game, and all the hype and legacy attached to it are as close to the truth of the game as you can get. If you're a serious gamer and don't own this game yet, do so with all due haste! The only question remaining with this game is this: Why, oh why have they not re-released it on the DS? If they would just do that, I would be all over it like a bad itch. And now for something completely different: A quote from one of the most obnoxious fictional mega-fans in existence. Whoever can guess it gets... 1,000 points.
  15. Ah... where to begin? Where to begin? How about a statement that surprisingly few people would ever believe, that I only though up recently: Not all Geeks are created equal (a really geeky statement, but I just 1-uped it: It shouldn't be Equal, but Equally. Eh, I'll stick with the standard version). I discovered this when I was in some game store that I forget the name of (something with all that Warhammer 40,000 stuff in it). You know that feeling when you could swear your brain just got a short circuit and started frying? That's what I experienced in there... a thousand times over... I'm not saying I dislike it, but I was less familiar with what was there than the surface of Mars. I'm just not that kind of geek. Yes, there are different kinds of geeks out there. For instance, there's the Card-Game Geek, who knows how to play at least one or two Trading Card Games and has become an expert at playing them. There's the Info Geek, who knows everything about whatever subject he goes into. There's the Math Geek, who can use any formula and knows Pi to umteen-hundred places (personally, I'm happy with the few I know. 3.14159). Then there's the Computer Geek, who make and devise things in code and put them to use. I am a Computer Geek. Ah, but that's so blatantly obvious. Just look at the topics I've posted. They're mostly in Bionicle RPG, and not for Text-based RPGs. Nope, I make Video Games. Sure, you can call them computer games, but if you think about it, a Nintendo console isn't that different from a PC; they both use hardware to run software and use a button-pressing interface. So, for the record, I will refer to them only as Video Games. In my mind, video games are like books, and in many different respects. First off, they take a ludicrously long time to make, even with such a simple coding interface as RPGmaker. They also can tell rich and complex stories, or can just be a few moment's entertainment. But one aspect that I find links them even further: The more you read, the better your writing gets, or, in this case, the more you play, the better your coding gets. Ah, but I didn't come to this site because I make video games. I came because of Bionicle, and even further, because of Lego. I won't call myself an AFOL though. There's just one missing part of that: The A. I'm not an adult yet, so instead, I'm an even rarer breed: a TFOL, Teen Fan of Lego. Look at my room for all of ten seconds, and you wouldn't doubt that fact for even a second afterwards. Sets and MOCs litter my floor, and cram my closet, and are even taking over the house. There are three different Lego aircraft in front of me right now, spanning 13 years of Lego history, and that's just the tiniest tip of the iceberg. To give an estimate, I'd say that iceberg consists of anywhere between 100,000 and 500,000 parts, though that might be a bit conservative. On the other hand, my collection may very well exceed a million parts. But I'll never know, because who wants to count all those bricks, seriously? For the curious, the aircraft in question are, in order of release: the 1994 Airport jet (from the Century Skyway set, original release, and obivous due to the faded parts, and a great deal at only $10 USD at Brickworld), the General Grievous Starfighter (complete with the '05 version minifig, 'cause he's got a cape!), and a spiffy new Mars Mission jet-thing (or whatever it's called. It's that new). Speaking of that little flying thing, I'll get to a feature of this Blog: The Review Section, where I review whatever I want to, for some reason I can't think of. This week: Lego Set # 7695: MX-11 Astro Fighter (now you see why I couldn't remember the name...) At some point in their lives, every AFOL has to answer this fundamental question: Space or Castle? In this case, it was between the Astro Fighter and Crossbow Attack, both extremely new and just waiting on the shelf, begging me to pick them up. In the end, space won, due to costs (it was a full $1USD less) and strategy (Get the Crossbow Attack and use tat to boost the costs just above the Lego Rewards minimum, so I can get one stamp closer to a gift card). So, did I make the right choice, find out in however long it takes you to scroll down to the review proper. (Note that I skip the packaging portion, because that just isn't important to me) Parts and their Usage: 6/10. There aren't a lot of new parts in this set, basically being limited to the martian. There are a few parts in colors I haven't seen, though. The most obvious is the windscreen of the ship, which is just a recolor of the red windshields in the last Alpha Team series. The other is the pilot's visor, which Halo fans will surely find very useful. There are also a few less-than-common parts included, like the Trans Neon Green gem and the black Minifig heads in the laser, as well as some good angle pieces from the wings and cockpit, not to mention the tailfin. However, the new pieces of this set, the Martian, are a mixed basket. To me, he looks like a gummy version of the classic martians back from '01 and Alien, which makes you want to pick it up and see for yourself. But a closer look only yields disappointment. The whole thing is two pieces: The legs, and everything else. The head, arms, and torso are all fused into one piece, and the arms are glued to his sides like a soldier at attention. If you work it right, the '05 Bionicle Minifigs had more articulation than this guy! There's also that hole in his chest... coincidentally, right where the heart would be (on a human, at least)... are Martians heartless now? Building and assembly: 8/10. The building was straightforward, but took a bit longer than you'd expect for such a small set. The design is rather intricate for such a simple machine, and that makes it that much better. There's not that much to gripe about here, aside from the aforementioned Martian's simplicity. There are also some stickers involved with the assembly, but I don't let that get me down. Sometimes, it's just easier to do it that way. Functions and Features: 3/10. Look at the box, and you'll see a spacecraft flying over the Martian landscape. Look closer, and you'll see around a third of a Martian sticking its head up from the bottom of the box. There's a reason for this, but I've already annoyed you enough with that. The ship doesn't have much in the way of features, but come on. For five bucks, you can't have too much crammed in there. The cockpit opens, the wings can go up and down, and the laser gun has some limited mobility. It's all as much as you'd expect from something like that, so it's not much at all. The Fun Factor: 6/10. Is this thing fun? You bet it is! All you need is a bit of imagination and a spare hand, and you'll find yourself flying this thing over the red sands of... your living room floor... well, you can't actually go to Mars, so, eh... What makes it even more fun, IMO, is the fact that the ship screams Sci-Fi. I can't put my finger on it, but it just does that. However, the previous complaints about the Martion come back to bite this set in the afterburners. It's just not that fun to have the opponent of the ship be a little transparent guy who can only bend down to look at rocks... Overall: 5.75/10. It's pretty good for its size. It's not the best, by any means, though. The Martian is really what brought it down, though. I also get the impression that this is supposed to be bought in mass, so you can have a whole fleet of these things. But, on the other hand, who has the money to do that? I certainly don't. Overall, this set isn't half bad. If you can get past the stickers and that darn alien, definitely get this set. And I close this chapter with a recent quote, from myself: And thus, I bid you adieu...
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