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The Coop

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Everything posted by The Coop

  1. Well, my mobo is an older AGP model (I got this PC back around May of 2004). The specs for it can be found here on HP's site.
  2. Well, the older RAM wouldn't be there any more, as I only have two slots on my motherboard (my current RAM isn't what came with my mobo). My biggest concern is the voltage differences, and if RAM sticks rated for 2.6V-2.8V would be usable on my mobo. I know 2.5V is, but the only 2.5V 1GB sticks I could find were actually slower than my current 512MB sticks (they were 3-4-4-.
  3. So right now, I have two sticks of OCZ 512MB memory, with timings of 2.5-3-3-7, at 2.5V. I would really like to upgrade to 2GB of memory, and I've found a few deals... G.Skill 2GB dual channel timed at 2.5-3-3-6, using 2.6V-2.75V G.Skill 2GB dual channel timed at 2-3-2-5, using 2.6V-2.75V OCZ 2GB dual channel timed at 2-3-2-5, using 2.6V-2.8V These all range from $46 (OCZ after rebates) to $58 (the faster G.Skill). However, the voltages don't match what my current memory is using. Is this going to be a problem? Is it something that can be adjusted somehow? My motherboard is currently an ASUS P4SD-LA PES revision 0.01. Thanks for any insights
  4. http://www.mediafire.com/?9cmyitgubhv Linkage.
  5. If I might make a comment, the reason why I dropped the "kidnapped judges" idea, was to eliminate the "I wanna be a sprite/character in the game/whatever" syndrome that follows a lot of projects here. No posters involved at all means it's no longer an issue on any level (even Dr. Pretzel in my tale was based off of a smiley rather than djp himself). I also stayed away from adding stuff like the Nice Work Guy, and Tans 1-3, because that means a lot more sprite work. I figured between Tan, the bosses, and the backgrounds, there was already enough visual work for a game being done in peoples' spare time (and that's just keeping it at boss fights only). Tack on sound effects, music, coding, and any smaller amounts of sprite work (effects, weapon blasts, etc.), and there's a lot more to go on top of that. Obviously it's not up to me on any level, as it's not my project. Chances are, I won't be involved in making the sprites, as sprite making was never my strongest area (sprite editing I'm decent, but 100% original sprites? Not so much). But IMHO, simpler has a better chance at seeing completion in that area.
  6. Heh. Here's a quickie run down of my idea... All is right with OCR, until a ruckus is raised in Community (the BG I made). Dr. Pretzel (the sprite Bean submitted) summons Tan, and asks her to investigate. She arrives at the boss stage (assuming we don't make actual levels), and fights a boss trying to clog up the forum with "favorites". After that, Tan goes to PPR (I have a fun BG idea) to fight a boss representing all the flames and arguments that are disrupting the otherwise calm discussions. Then she heads to Off-Topic (I have an BG idea for this too) to fight a boss that's a battered up robot representing the specter of UnMod, and how it's causing an uprising of "Off-Top SUX!". And finally, she goes to Judges Decisions (I have an idea here too) to fight Queue Tortoise (he's slowing the judging process and must be stopped!). Finally, after quelling the uprisings in the various forums, Tan is sucked into Cyberspace (I have an idea for this BG as well), where she goes up against the final boss (something representing the cost of running the site). However, I like the Green idea. We could easily turn the final boss in Cyberspace (or some other BG) into Green in disguise, with his having gotten pissed off at having been left behind, and choosing to raise hell in OCR and disrupt it as a means to get back at Dr. Pretzel. Edit: Fixed a couple things.
  7. Back when the first version of this project got going, I was in the process of fleshing out a tale before Wingless said it was one boss fight on one background (I'd even come up with several background ideas too). I can tidy the tale up and post it when this version gets far enough if anyone's interested. DJ SymBiotiX- I'll send you the background I made for the first version of this project after dinner this evening (took me a bit to find the damn thing ).
  8. Coming back again with some releases that folks might not be aware of... The Suffering Area 51 Full Spectrum Warrior All of these games are ad supported (by the Air Force, which fits for the last two), but they're free. Ubisoft isn't involved with this, so hopefully they won't abruptly yank them. Psi-Ops: The Mindgate Conspiracy Another ad supported game that was released a few months back. Keep in mind, the above four games range from a bit over 1GB, to 2.5GB in size. Overkill Iron Seed Some older DOS games that got released as freeware recently.
  9. The last thing I recall reading, was that somehow Capcom lost the original code for the GB games, and that they were going to be coding the games from scratch or something. After that, nothing.
  10. So with no GBA slot, I'm guessing it's the final nail in the coffin of the long rumored GB MegaMan compilation. Bummer.
  11. Anyway, I never played the first couple of Duke games, but I've played 3D quite a bit on the Saturn, and later, PC. I enjoyed it. Hopefully ol' "Forever" will, at the very least, be a competent FPS with the same personality and P.C.-giving finger that the series is known for. Oh, and the fact that they got Jon St. John back after all this time was pretty cool.
  12. Not that I could find. I searched like crazy for info about that game and its characters, but came up with virtually nothing beyond the name of the main character. LT: S'ok.
  13. Once the new DSi is released, every game published after it will come with a special program that detects which version DS you have. If you have the first one or the Lite version, you'll be greeted by this new splash screen instead of a game, which will gently remind you that it's time to upgrade...
  14. I've got them as well, as well as the bit of animation for that boss I got to before things died of.
  15. Well, as I recall... Wingless- Flash programming chumble spuzz- Nearly all OCR-Tan sprites Bean- Other sprites Me- Background, Intro (ending?), and OCR-Tan/Other sprites editing (I did a couple Tan sprites with spuzz's stuff, and was working on animating the sprite Bean made of the boss idea I had) The thing is, Wingless either got busy with life, or else he simply lost interest. I stopped working on the sprites I was doing because the thread hadn't been updated in a month, and eventually I advised spuzz to stop as well since nothing else was being done with the game some time after that. So basically, it all sputtered to a stop. I still have all the stuff I did, and I know spuzz still has his work. If spuzz is willing to hand over all his OCR-Tan sprites for this, I'll do the same with my work. I say that because unless he does so, there's not much point in submitting the rest
  16. That I do... LT: Danke. I reckon those guys don't have names.
  17. Well, there is, but not on OCR from what I've seen. For OCR settings, it looks to be all or none. But with browser plug-ins like Adblock for FireFox, you can right click on the offending sig (or image in general) and choose to block it.
  18. It's interesting how hot you are to get rid of them, considering a short time ago you were in the sig request thread asking for someone to add your name to your Dark Knight sig. Change of heart?
  19. And so it begins. This week, 250 pixel height limit. Next week, 250 pixel width limit. The following week, 250kb size limit. And from there, it just gets trimmed further and further down each week until we're left with a non-animated 32x64 image no bigger than 10kb. Are we going to sit idly by and watch this happen? NO I SAY! REVOLT ! Go find the Dreamcast version, and play it!
  20. Wow. I totally lost track of this thread. Here are the six Gauntlet one's you chose LT... http://two.xthost.info/thecoop/Wizard.gif http://two.xthost.info/thecoop/Warrior.gif http://two.xthost.info/thecoop/Death.gif http://two.xthost.info/thecoop/Generator1.gif http://two.xthost.info/thecoop/Food2.gif http://two.xthost.info/thecoop/Sorcerer.gif LT: I already added 'em myself. Polo- Thanks for working on those four from PB2. I would have chosen different ones from what LT did (I would have gone with the 1st vamp, 3rd chick and 2nd robot since they looked more visible overall), but they're included now, so kudos to ya
  21. http://thunderforce.sega.jp/ The official website's been updated with a new look, some wallpapers, a few song samples, and other info. Also, the Wikipedia page for TF6 has been updated with an English translation of the story... http://en.wikipedia.org/wiki/Thunder_Force_VI
  22. It seems like one of the big things is that you need to be able to work within limits... and not just in the "Get it done ASAP" sense that Gecko mentioned. If you're working on a console game (CD/DVD-based), you'd likely have a lot more freedom for song duration and deciding where it loops. You'd also have seemingly greater availability in terms of how the music is going to be made (live instruments, samples, etc.). But with handhelds and their cartridges, things come across as much more limiting. 5-8 minute opuses aren't likely to be available to you. You'd need to be able to write a song that can be looped smoothly with a duration of about 1.5-3 minutes before the loop hits (not to mention write the music so it can be looped smoothly). I know that seems simple, but it can be pretty tough to get effective ideas fully fleshed out that won't get annoying as the loopings continue. Then of course, there are the memory constraints (how much of the game's memory is being allowed for the music), and the sample/synth hurdles that come with a system's hardware. You'd need to be able to work within and around all these things, and still come out with a soundtrack that satisfies the folks who hired you. I could be completely wrong on this, and Gecko may have meant all this when he said "flexible". But that's what it's looked like to me over the years.
  23. Why? The old NES games aren't that hard. I'd never played them before the PS2 collection that I bought, and I was able to beat the NES games with no more than a couple hours spent on each (I had a harder time with parts of the stages than I did with any of the bosses).
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