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Everything posted by TekkamanArk
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Jojo's Bizarre Adventure: All Star Battle
TekkamanArk replied to SolxBaiken's topic in Misc Fighter Central
I'm confused. I was going to buy this game off JP PSN, but I noticed that I don't see DLC for Kira or Fugo, and I see 2 campaign DLCs instead of 3. EDIT: Actually, I only see one campaign DLC, and it looks like Fugo is free? -
Jin's ice sword was lulz, and Hakumen's mantra changed, but beyond that, it was alright. A lot better than expected. The fights do need some work though.
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Where can I watch the Funimation one?
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I'd actually imagine that it is indeed subbed.
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
TekkamanArk replied to Hecatom's topic in Under Night In Birth
That's no good. That's Marie's theme I think. -
[Xrd] News & (Theoretical) Gameplay Discussion
TekkamanArk replied to Shinjin's topic in Guilty Gear General
I haven't seen any Vastedge videos yet. -
New Smash Bros for Wii U and 3ds
TekkamanArk replied to Kyosuke Kagami's topic in Misc Fighter Central
I liked the designs in that game too, except Carmilla. Mostly because of the arm-iron-maiden. -
New Smash Bros for Wii U and 3ds
TekkamanArk replied to Kyosuke Kagami's topic in Misc Fighter Central
Does Megaman's charging drag Mario in at 0:06? It looks like he's turning around yet getting pulled in. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
TekkamanArk replied to Hecatom's topic in Under Night In Birth
Nanase was in an old stream, way before this new version came out. They never showed her gameplay, and only quickly crossed over her on the select screen, choosing to use Chaos instead. If you remember the old art book for the game with character designs, she was "wind girl" -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
TekkamanArk replied to Hecatom's topic in Under Night In Birth
http://s14.postimg.org/3kscix2s1/Uni_B_Nananse.jpg -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
TekkamanArk replied to Hecatom's topic in Under Night In Birth
Chaos, Akatsuki, Nanase = 3. -
I'd recommend taking some classes. If you're a quick learner, then you should try getting some books and work towards certifications. Ideas are indeed a good thing, but that was my point earlier, you're not really contributing, you're just saying "here's my idea, make it for me". As for balance and design contributions, how would you contribute if you don't know their inner workings? There's a lot of things that go into balance, even from the "naked eye" perspective of someone just looking at it with no knowledge. Not even immediately concerning programming, you'd need to decide on how long a move takes to start up, how long it is active, how much recovery it has, how much priority it has, hitboxes/hurtboxes, and properties of moves. To properly focus on balance, you'd need to not only consider how this works for the current character for each of their moves, but also how this stacks up against any other characters and their own moves. And, again, this is just visual things to consider, you haven't even gotten into the programming behind it with this consideration yet. Designs would be easier I suppose, but you also need to keep in mind any memory consumptions these designs you have might be, how hard it is for the people doing the work on it, how big the size is, how natural these designs work together. Things like that.
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Just saying, a story about a traveling samurai, a magic girl, someone in the shadow of better family, a religious fanatic, and someone unwittingly unleashing a demon/evil god and becoming possessed is not "A Brave New World" in the slightest. Nor is a feudal-period fighting game. Also, you have someone doing music. Great, but what are you doing? You mention not doing art assets, and not "making the game" (which probably includes the technical aspects like coding, testing, debugging, etc), but where does that leave you? Are you a supervisor then? But, how can you supervise with little-to-no idea about how the inner workings function? And who is handling casting for characters? Or will there be no voices? Is the music guy in charge of that, and likely the sound effects too? I wish you the best of luck on what you want to do, don't mistake that, but you need to sit back, analyze what you want, and organize things better.
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New Smash Bros for Wii U and 3ds
TekkamanArk replied to Kyosuke Kagami's topic in Misc Fighter Central
I'm not holding much hope for them. I'm honestly more worried about Falco than them, because i'm sure they're gone. Marth might get replaced with "Marth", but i'd like to see more than 1 character from the series. In all honesty, i'd like one of the Taguels, or things like them from the Gamecube/Wii games. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
TekkamanArk replied to HiagoX's topic in Makoto Nanaya
What kind of paycheck do you have that $65 is half of your paycheck? Do you work as a cashier at McDonalds? -
New Smash Bros for Wii U and 3ds
TekkamanArk replied to Kyosuke Kagami's topic in Misc Fighter Central
The only returning characters i'm waiting for confirmation on are Falco, Captain Falcon, Roy, and Ike. I don't really have a preference on newcomers, but i'm about tired of them "revealing" returning characters. You can build hype for a game without drip-feeding the roster announcements. -
[CP] News & Gameplay Discussion (Old)
TekkamanArk replied to kosmos badgirl's topic in BlazBlue Gameplay
Hmm...what are the properties of her laser setup thing? And does Jamming Dark have a preset teleportation distance? If so, if you set up that lazer beacon, made them come down on it with Jamming Dark, and it has long enough of a hitstun or something, you could extend the utility of the super. -
[CP] News & Gameplay Discussion (Old)
TekkamanArk replied to kosmos badgirl's topic in BlazBlue Gameplay
I wasn't speaking from a personal standpoint on that. I consider it a sequel, but I recall Mori stating that he didn't feel CS was truly a sequel, and was more of an expansion. -
[CP] News & Gameplay Discussion (Old)
TekkamanArk replied to kosmos badgirl's topic in BlazBlue Gameplay
I'd love to see Jubei playable. I think the priority for characters to come though is probably like so: Celica (most), Phantom/Nine, Saya/Imperator, Jubei/Mitsuyoshi (least). I'd say we're on 2. I know CS was considered by Mori to be an extension of CT and not a full proper sequel, but CP has enough setting it apart to be a sequel. -
Phantom Breaker (Now coming to arcades)
TekkamanArk replied to Hecatom's topic in Misc Fighter Central
Did you not notice that I was making a joke at them being "un<b>lockable" characters? Yes, unlockable > paid -
[CP] News & Gameplay Discussion (Old)
TekkamanArk replied to kosmos badgirl's topic in BlazBlue Gameplay
Guess it's retail for me then, $75 > $95. I'll just get the free shipping. -
Phantom Breaker (Now coming to arcades)
TekkamanArk replied to Hecatom's topic in Misc Fighter Central
Knowing the conditions it will probably take 20mins or so to get all 4 (give or take how much of a random dbag the CPU wants to be lol) Unblockable characters? That sounds really messed up -
BlazBlue Question Thread - Ask your questions here!
TekkamanArk replied to KayEff's topic in BlazBlue Gameplay
Would getting the digital version allow me to still get Terumi? If so, that's great, it's cheaper and I don't have to pay shipping. -
BlazBlue Question Thread - Ask your questions here!
TekkamanArk replied to KayEff's topic in BlazBlue Gameplay
Are the trophies known for the game yet? -
People have interesting meanings for "mature" at times. Swearing constantly isn't mature, though I really have nothing against the way Blazblue's dub is written (barring Extend, but we know the deal there). Mortal Kombat's fatalities aren't mature, they are so far overdone that they cause (possibly intentional) comedy.