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DarkeSword   Administrators 🎮

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Everything posted by DarkeSword

  1. You've got to admit though, that Luigi's physics in TLL are insane. It's like he's running on ice and jumping on the moon. I've always preferred Luigi in SMB2(US), but TLL Luigi is out of control.
  2. Dream Course is ridiculously hard! Or maybe I just suck at it?
  3. I think whatever you played the hell out of is really what it boils down to, but you can pretty much do the same with any Mario side-scroller game, provided you're comfortable with the physics. The weirdest stuff is when you play these romhacks. I played on that recreated Super Mario Bros. in the Super Mario World engine, but it used Super Mario 3 All-Stars version tilesets for the graphics. I kept thinking SMB3 physics, but I was confused with the SMB layouts, and SMW physics have always given me a hard time. So hard! xD
  4. So I recently grabbed The Lost Levels on Virtual Console, and have been enjoying it quite a bit. Another one of my VC games is Super Mario World, which is also quite enjoyable. HOWEVER! Every so often I get frustrated when Mario or Luigi doesn't react to my quick button presses precisely the way I want him to; I think it's a product of growing up on Super Mario Bros. 3 and subsequently playing the hell out of the GBA re-release. I've always found that Super Mario Bros. 3 has the most responsive--for lack of a simpler term-physics. I'm able to pull off accurate running jumps and bounce off koopa shells, or tweak my trajectory underwater with a few taps of the A button with judicious use of B and ->. SMB (and by extension, TLL) and SMW never felt "right" to me. I'm sure others would argue otherwise; I'm sure plenty people find SMW's physics better, but SMB3 will always be the pinnacle in my mind. What do you think?
  5. Yeah, but really that kind of stuff is way easier to do if you have access to the site code. I don't (and I don't want it). As far as breaking the array, I'm not really sure, but it would be easier to make an array with all of the IDs for the removed remixes, set the randomization to the highest ID number on OCR, and then use an if-else statement to make sure you're always redirected to a valid remix.
  6. side note: want to applaud neoforte for making a thread about this instead of letting it wallow in the obscurity of the DS System thread. MORE GAME SPECIFIC THREADS GO GO GO
  7. So here's a fun little PHP script I whipped up. It redirects you to a random OCReMix by me. <? srand(time()); $mixes = array('01095', '01178', '01463', '00758', '01154', '01069', '01235', '01374', '01316', '01286', '01507', '01343', '01044', '00982', '01129', '00943', '01010', '01591', '01079'); $random = (rand()%count($mixes)); $destination = 'http://www.ocremix.org/remix/OCR' . $mixes[$random] . '/'; header( "Location:" . $destination ); ?> The remix ID numbers are stored in the $mixes array; if you want to specify your own mixes, just replace the numbers I have there with your own 5-digit ID numbers for your mixes. You can find the remix id number in the remix's URL. Ex: ocremix.org/remix/OCR01591 01591 is the remix id number for my Twilight Princess remix. Replace the numbers and save the code to a .php file and store it on a server that lets you use PHP. Then, whenever you point your browser to that file, it'll redirect you. I've got mine stored here: http://darkesword.com/randommix.php
  8. It's not a port, it's a SEQUEL to Super Star/Super Deluxe. Also: Fuck Yes.
  9. Wait and see if Service Pack 1 fixes any glaring issues, i.e. Dave's stuff about file and network I/O. If things aren't better by then, it's a wash.
  10. Slightly off-topic: this is how we SHOULD be doing things. Make a thread for a game, don't just talk about it in the system threads. These massive system threads make Community feel a lot slower than it actually is. On-topic: PH is rocking my socks. I wish Wind Waker had such fun sea-faring escapades.
  11. This isn't good. I suggest you cut back on coming to OCR and concentrate on your education. Seriously. :\
  12. I'm not asking if we HAVE one. I think I would know. I'm asking what people would like to see in one.
  13. No, he wants the additional ports of the wired router he already has. I can understand why; if you have a lot of desktops with wired ethernet, it helps to have some extras in case you need to hook up an external ethernet HD.
  14. I just did this with my home network so here you go. First things first: use the new wireless router as the primary router, and the wired one you have as the secondary router, because you want the wireless router to be running the DHCP server. Only the router actually hooked up to the internet connection should be running the DHCP server, so go into your second router's setup and disable the DHCP server. Change the second router's IP to something other than the IP for the first router. Most routers default to 192.168.0.1, so I suggest changing to to something like 192.168.0.25. When you're connecting the routers together, you must connect them from one LAN port to another LAN port. You can not use the WAN port on the second router. This means that if you are using two 4-port routers, you'll be left with 6 ports to use. (actually, now that I think about it, it might not matter which router is primary and secondary, but whatever)
  15. Pagination. Use it.
  16. Thanks for the comments, but I'm not working on this piece anymore.
  17. Why is a third of this just whooshy sounds? Drums have a horrible reverb on them; they sound like they're in a small room, and yet they're still overpowering everything. It all sounds really muddy. And Jon's right, there's no bassline at that "techno" section. You need to think about how different parts of a song work together; in something like this, bassline and percussion should go hand in hand. I still believe the arrangement itself needs serious work. Don't let your percussion carry the song; you've got to do more than just beats and arpeggiators. NO
  18. Söldner-X: Himmelsstürmer http://www.soldner-x.com/index.php This game looks really great. I love me some shmups (but I'm not that great at them). Coming out for PC and PSN (PS3's download service) this winter. Graphics look hot; check out the trailer. The music sounds great.
  19. Oh I agree. I'm just saying.
  20. The menus and the tutorial were translated, afaik. The spoken dialogue was all originally in English anyway, but they left the subtitles in Japanese. So I guess you could say it's extremely "import-friendly."
  21. Well I played some more and I'm happy to report that after getting used to the control scheme, this game totally rocks my socks. Graphics are great for an N64 game, and running on a Wii certainly doesn't hurt it either.
  22. You and me both, JoeFu. You and me both. But yes, Luminous Arc is on my to-buy list. I'm not the greatest at SRPGs and really dislike a lot of micromanagement in my games, and I've heard that this game is fun and not too deep.
  23. Anyone else pick this up? For those of you not in the know, Sin & Punishment is a Japanese N64 game that was just released on the Wii Virtual Console today. In the US (I believe it's also available in Europe). I bought it as soon as I got home from work (costs about $12). So far it's pretty good, as is typical for a shooter by Treasure. It's also really hard, but I think that's just because I'm getting used to the slightly weird control scheme. Thoughts?
  24. This is exactly what I'm talking about; things that you can't normally do with regular Firefox features. Maybe a built-in OCR search engine, forum quicklinks, etc. I like the player idea too. Maybe use a last.fm flash player (so OCR's bandwidth doesn't poop out). Integrated ormgas would be nice.
  25. I started the JTLOL catchphrase, bold-caps-big version and all. It was in an old JT thread that had a pretty innocuous name. Prior to that, the catchphrase wasn't seen or used anywhere, afaik. Sometimes I accompanied it with for a double-darkesword-whammy.
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