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Everything posted by Tomo2000
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Thanks Madanchi :D Zombies happened.. xDD The place is pretty quiet, most of them moved further into the city, as zombies do. They go where the food goes, and so, more people would be in busier areas of the city. Thanks for your comment :D
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Holy. Fucking. Crap..... Wyzrd, since you like Chris so much, you're going to have a blast with his last chapter! Seriously, best boss battle I've ever played in any Resident Evil game...
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Wyzrd; I managed to pick up Resident Evil 5: Gold edition for $30 about a month ago for xbox 360 :D RGangsta; You'll have to wait a day more, RG xDD Game's not out till the 2nd (1st for you guys, I believe).
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I've liked Chris quite a bit, him being my favourite in Resident Evil 5, even out of all the Mercenaries Reuinion characters. I really liked Fairy Tale Sheva, though, if you ever got the chance to play as her. But I played Jake's campaign first purely out of curiosity, I think. I mean, Wesker's son has to be pretty badass. And then I just flipped a coin for Leon and Chris, they're both pretty awesome in my books, and Leon won the cointoss. xDD
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Hey Wyzrd :D Yeah, you start with the three campaigns; Leon, Chris and Jake. After you complete all three of them, you unlock Ada Wong's campaign. And, yeah, I was so hyped for this game. I had a mate who had preordered with me (Leerox4eva1), so I've been giving him shit over the last week by reminding him how many days until it's released. Because, you know, you forget, and then the days go faster, so I wasn't ready to give him that liberty. So you can imagine my surprise when I get home and it's sitting on my desk 4 days early :D So far, my favourite campaign is Leon's. It has this really nice, dark, helpless feel to it. Jake's was pretty good, but, I don't know, Leon's reminds me of Raccoon City, and it has my favourite bosses so far in it, so, yeah, Leon all the way, so far. Maybe Chris' or Ada's will beat it, I don't know yet. But I haven't won the game yet, so hopefully there's a really epic last boss waiting for me... :D
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Note: This is a spoiler-free review. I'm not going to tell you what happens, don't worry. Any spoilers will be in spoilers. xD Firstly, to clear your minds, yeah, Resident Evil 6 isn't out for another 3 days. I recently broke my foot and got a certain someone who works at the EB Games Store, so, win some, lose some. Early RE6 is worth the broken foot.... xDD Anyway, review time. There's a few things that I want to compare it to, firstly. One thing that I absolutely love about this game is that it has four campaigns, and that each campaign has your two partners, but you can choose which partner you play as. This hasn't been seen properly for a good long time... The option to play as either Jake or Sherry, or of all the other pairs, is just a great feeling. Each one has something unique, and that completely changes up gameplay. Leon has his legendary survival knife, where Jake, Wesker's son, has hand-to-hand combat, which I'll merit later. Now, I've only played through Jake's campaign and most of Leon's so far. Taken me at least 12 hours so far... Which is a great thing. I hope the other campaigns take at least 6 hours each, also. But one thing I love is the new menu systems. Select activates your menu, and your character will hunch over and pull out a phone, touch screen, of some description. It's different per, and, in Jake's campaign, changes about half way through. This is also the same for your other menus; items and weapons. I think by giving each it's own seperate menu that you can easily access, even from the adjacent menu, is a really nice system. It's fast and effective. Resident Evil 5's menu system, however, was a bit clunky when it came to easily drawing out weapons and equipment. You had your D-Pad shortcuts, but other than that it was a bit time consuming. In addition to this nice little phone system, is a really easy way of healing yourself, along with a GPS system, which is just really good to use if you're stuck. Now, with healing yourself, this is just a little bit of icing on the cake. You can mix your herbs, but instead of somehow herbs being magic healing spray (I don't even....), you turn the herbs you mix and combine into pills. This is pretty realistic, I guess, considering Asprin is just a derivative of Willow-tree bark. Anyway, once you've combined it to your hearts content, you can put it into what I assume is your pocket. Once pocketed, it leaves your inventory, freeing up space, and simply by pressing right-bumper in combat you take one of these pills to heal yourself. Really nice, really effective, really simple. Good job Resident Evil 6. Another nice little feature to combat is moving and shooting. Yeah, go figure, years of stop and shoot suddenly becomes run and gun. Wrong. It's still pretty realistic. When aiming, you're slowed pretty severely, you can't go Call of Duty style in this game... This is just to assist aiming, and make it pretty realistic. You can't sprint and shoot with pretty good accuracy, that's just silly... You also got a little panic button, which uses up your combat gauge to prevent spamability. This is great for using snipers without aiming at close range, mind you. Pretty much, by pressing left and right trigger at the same time quickly you're character will fire a few quick shots in front of him/her from the hip, which usually results in stumbling the enemy (unless it's a boss). I really like this sytem, it adds a bit of depth to combat, which is really needed on the harder difficulties. And, quickly on the topic of difficulty, I don't know if breaking my foot has dimmed my gaming ability, or if the game has been made a little harder. I found myself dying a more-than-average amount on the normal difficulty, and had to swap down to Amateur during my playthrough of the Jake and Sherry campaign. Now, you'll notice this has 4-player co-op. There are a lot of events where two of each pair will meet at one stage or another, and this is just great. It's fun, and exciting, and I love it. An example of this is a meeting where Leon and Helena meet Jake and Sherry for a boss fight. I love these little encounters, and how that, regardless of campaign or character, it happens, but, with your unique equipment or weapon, it's a bit different. I thought it was really clever, and a good way to expand on the multiplayer part of the game. Another thing I really like is the new maneuverability you have. If you've seen the E3 or IGN reviews, you'll know you can do some really cool stuff. You can sprint, and rather realistically, too, mind you, it takes a bit to get into it and the camera sways a bit. It takes a little to get used to, but it's rather nice and realistic. Anyway, mid-sprint (or just by holding left-trigger), you can slide and draw your gun, which is pretty nice and sexy. Then, from this position on your back, you can crawl backwards, forwards, and roll left and right to escape hits from enemies. This is just a really nice combat system. A lot of this game is based around new combat systems, and they're great. Another of these systems is the counter system they have in place. If you press right trigger during a zombies attach, you can counter them. My most favoured one of these is during Leon's campaign, I had a zombie swing an axe at me, so Leon grabbed it and decapitated him with his own axe. I thought it was pretty damn nice. It's hard to achieve, though. You have maybe a quarter of a second to half a second to press right trigger to pull this off, and occasionally don't get a prompt. Now, I just wanna talk about melee now... Remember in Resident Evil 5, where your machetes must have been blunter than Sheva's head, and it would take 7 or 8 hits to take down a zombie? Not any more, thankfully. A few stabs will normally take down a zombie. Leon has his survival knife, which, if you aim properly, you can decapitate zombies in one swing. By pressing right trigger, also, you can kick a zombie, or punch it, and go into a three-move combo, if used three times without miss. This three hit combo usually kills basic zombies, and looks pretty good, too. Now, Jake, oh man.... Being Wesker's son, he knows his hand-to-hand, and one of his weapons is just that; hand-to-hand. He has some really nice combos there, too. You have your basic right trigger combo, along with a three-move combo achieved by holding left trigger and using right trigger. Now, there are two things that really made my day.... If you hold onto left trigger, and then right, he "charges" up, I guess you could say. It takes a few seconds, and a red < O > appears above their heads, the < and > move closer to the middle O while charging until they combine. Now, this is a lock-on, pretty much. Once fully charged, and you let go, he sprints at his selected enemy, and palms him in the face, knocking them over. Usually a weakened average zombie goes down in about one of these. It's a good tactic to use if you're low on ammo. Additionally, if your zombie is a bit tough, by then keeping hold of left trigger and tapping right trigger does he fling himself into the air and executes the downed zombie by smashing both his fists into his face. It was just a really nice melee system that stands out from all the others, and I really liked it. Another thing about Resident Evil 6 that I'm liking is your lack of ammo. This isn't resident evil 5, you don't have ammo laying in an abundance for you. You have to pick your shots and not waste ammo. It's pretty good, gives me that old Resident Evil 4 feel back again. Now, when it comes to the feel of the game, I really love Leon's campaign.. It feels desperate and dark, just like the old Resident Evil games. As Leon, you're constantly trying to help some survivors here and there, because you're the nice guy. As Jake, you're just trying to get through everything, pretty much. The zombies are all made pretty nicely, and the bosses are just... Awesome. I have two favourites so far, and they're just, really really nicely designed. And just cause I want to spill a little, I'll name them and a bit of a description below, if you're game for it. Open with caution. When it comes to weapons, there is a nice range of weapons. Each campaign has a few different ones, like, for example, Leon gets his survival Knife, his pistols and a AK with a bayonette for his assault rifle. Sherry gets a really nice pistol with a red-dot sight on it, and jake has his hand-to-hand and gets an assault rifle with a grenade launcher as his assault rifle. A few guns also have a function with the Y-button, which changes them. For example, with Jake and Sherry's assault rifles have a grenade launcher, so with the Y button it goes from assault to grenade. However, and I really liked this, Leon's pistols go from single-pistol to dual-wield with the Y button, and I really, really liked that. Because of having different weapons, however, they couldn't go about just giving you cash to upgrade them, like in Resident Evil 5. Instead of this, you can get skills, which increase certain traits. For example, there's a skill you can get (upgrades 3 times) which does more bullet penetration, another 3-tier upgrade that does firearm damage, another that does melee, and then a few single-tier upgrades such as J'Avo killer, which just increases how much damage you do against J'Avo's (basic zombies, pretty much). Now, the entire system appears to be re-done. The prompts are different, every icon for every item is different. The menu system itself, accessing items. We aren't talking Raccoon City here.... Sadly. Don't get me wrong, I didn't hate Raccoon City, it was a good game, it just had more cons than pros. It has great multiplayer, but it's basically just a game made to focus on multiplayer and it's a DLC whore. Admit it, I looked on Steam during a Resident evil half-price event a week or so ago. There was at least a dozen DLCs which were just weapons, or an alternative set of costumes, which were just the originals but recoloured. It wasn't nice.... It was pretty much Resident Evil 5 with a short campaign, and different missions and characters when it came to the menu and the workings of the game (except with the infection thing, where you could get infected). However, with Resident Evil 6, everything is differnt. New sounds, new icons, new menus. I really like the entire menu system in general. It's sleak, easy to use. It's perfect. Oh, and guys, here's something that'll blow your god-damn mind. Are you ready? The AI isn't as stupid!! Remember Sheva, how she'd go to, like, I don't know.... Shoot Jill in the chest to stun her, but accidentally kill her instead? This stupid AI Sheva used to drive me absolutely CRAZY!! At least, in Resident Evil 6, they've gotten smarter, and aren't just complete morons... Anyway, back to the review. There are a few new things with zombies, too. Some of them, when they go down, will crawl at you, where you can stomp them to death. There's different zombies dependant on where you are. For example, at the start of Jake's campaign, where you are at an merc base where they were paid to inject themselves with the C-virus (either to see if they were immune, like Jake, or just for testing it. I don't know), they all had guns and such, as they were mercs. This was good, I like situational infected, not just the same drag everywhere. When you're in the city with Leon and Helena, there are a few infected that would probably be there if it actually happened. There were some fire-fighter infected that you could shoot the tanks of, and some army ones, some with helmets, some without, with heavy anti-melee gear, and just tanky-webbing in general. I really liked this gesture. Then, of course, you have your "special infected", I guess. The tanky ones you hate but are like mini-bosses. You have a screaming one (everyone saw that coming....), and, of course, a chainsaw one. It wouldn't be Resident Evil without a chainsaw mini-boss. It looks pretty badass, too. Now, when it comes to missions, there's some pros and cons. It has probably an equal amount of running around as Resident Evil 5, maybe more. Some were just a little bit tedious, especially when they didn't end at any real climax. However, they re-visited some puzzle maps, which I really liked, mostly with the Ustanak in Jakes and the Cathedral with Leon. There were more puzzles, some harder than average. I liked this. It wasn't just purely combat, or running around, it had a bit more depth. However, a few levels have quite a bit of running around with no real purpose, which I didn't really like too much... But, hey, so did Resident Evil 5.... Like that level with all the different coloured statues... grr.... A few things I like are the boss fights. As you should. Boss fights are what you should be looking forward to, I guess. The final boss fights of the game always have something to do with a gimmick of one of the main characters, something unique. I really liked this, and I mean really. Like, just wait for Jake's last boss fight... All that shit it gives you early game is paid off so well... It was so satisfying for me. If you aren't going to play the game, or just want to know, spoiler below. Open with caution. However, with all the tiny tedious levels behind us, the game is pretty great overall. You have, at some parts, mostly in Jake's so far, opportunities to use vehicles; Snowmobiles, motorbikes, you fly a plane at one stage. There's a lot of quick-time events that require button pushing, and it's made more in-depth by you having to look around for a few things (for example, buttons on the plane). I liked this, it was a little difficult in places, but good nonetheless. Mercenaries is back, too, mind you. And, of course, everyone has a unique weapon, a few unlockable levels and, I believe, a few characters. It's just nice in general. Mercenaries was pretty good in Resident Evil 5, and Mercenaries Reunion for Resident Evil 5 gold, and, I think, DS or something..? They made a reunion for a completely different console, I remember that much. But, anyway, Mercenaries is great to play with friends if you aren't up for a campaign level or two. I've wasted so many hours on Mercenaries Reunion with Leerox4eva1 it's astonishing. Agent Hunt is also a pretty nice little game to play. You get to play as an infected and hunt down people in their campaigns. Imagine Left 4 Dead Versus meets Resident Evil. Sounds good, eh? Unfortunately, I don't have xbox live nor anyone to play it with, yet, since it's still 3 days from its release. But, overall, I really like Resident Evil 6. I love how it's more of an apocalypse than just a zombie outbreak. It's got a really nice system behind it, and it's just the little things that make a huge differance! Simple little things, like pulling out the phone for the menu, or right bumper for healing. It's just a really nice game, and, I suggest, if you're a Resident Evil fan, you should go ahead and get it. The only thing I don't really like, I guess, is the tediousness of a few levels, and tripping over bodies from time to time, that can get a little annoying... But it's just a good, long game. It isn't like Operation Raccoon City, with a six-mission campaign that lasts all of three hours... Each campaign is about six to seven hours, even longer depending on how unlucky you are, or the difficulty setting. The zombies are pretty great, I love the bosses, and the final battles are fantastic. It's got a good mix or combat and some puzzles scattered throughout, so you don't feel like you're just barraged with zombie killing all day long. So, yeah, if you're a Resident Evil fan, and you REALLY want this game, you still got 3 days to pre-order, so I reckon you should. I got the No Hope Left edition, came with this pretty awesome carry bag, which is perfect for laptops and such. So, yeah, there ya go. Hope you guys enjoyed reading it, and if you have any questions or queries, either just reply or shoot me a personal message. Keep it real, guys. :D ~Tomo2000. Note: bad iPod camera is bad....
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Thanks Saltome :D Yeah, I agree with the bodies. I don't really have any modern corpses on me for the time being, sadly, and I'm really pressing to get a demo out (since I haven't released anything for what must be close to a year now). The medieval ones are just the most modern-looking ones I could find, really, and probably just placeholders for now. Edit: Oh, and zombies are responsible. You got a lot of sword-stabbing to do.
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Hey guys. Just been working on one of my projects... The most time consuming part, for me, at least, is mapping... I hate it so much. Unless I know exactly what I want and where, an alright map I make takes at least 2 hours, including just sitting there thinking "I hate mapping"... Anyway, this is just taken straight out of the game, two frames, put into photoshop so I could get some good gif quality, and I want you guys opinion. The lighting affects were all done in photoshop and then put in as fogs (this is called a CFL. I got a basic tutorial on them over in the Tutorial section), and then just loop a change fog event so it flashes like that in-game. But, anyway, I'd just like an opinion of what you guys think. Is it good? Is it bad? What needs fixing? Thanks guys :D
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Hey, guys, how's it goin'? Anyway, I'm sure you've seen this tutorial around here and there, or maybe you haven't. Anyway, this is my version of a Cosmetic Fog Layer tutorial. This is also a tutorial you may need to go over if you're reading my Cosmetic Fog Layer (Advanced) tutorial, which is entirely made by me just to show you guys some pretty cool stuff I've discovered while working on Hope Afloat. So, for those who don't know, Cosmetic Fog Layers are a great way to add some serious atmosphere into games. I really love these for Hope Afloat, it just adds this massive gloom over everything... It's pretty great :D But can be used for anything, from zombie horror games to nighttime campfire scenes. Here are a few examples from Hope Afloat; So, yeah, today I'll be teaching you guys how to make stuff like that. For this tutorial, you'll need; Photoshop, or the equivelant RPG Maker XP (obviously, but I assume this could also be used for VX) Step 1: So, for the first step, we're going to want to take our map, whatever map we want to CFL, just straight out of the editor with the Print Screen function. So, print screen that to your graphics program, and trim it so that you got it trimmed exactly, with nothing sticking out. For this tutorial, I'll be using one of the maps above. More specifically, Example 3. So, once you crop your map out of the editor, it should look like this: You should have all those tiles and your events around it and such. Well, all those don't matter, you just need to know what your map looks like. Step 2: Open up Photoshop, or your equivelant, and open your tiled image. You're going to want to make a new layer above it, and use the fill tool to make it completely black. That's right, so you can't see anything. Now, with that done, start messing with how dark you want your room by changing the opacity. Usually anywhere between 50% and 85% is good, anything above that is practically unseesable. Now, with this done, grab the eraser and select a circular brush that has a large fade-out, not just the circle brush. This is to give it a nice fade-out effect. You can adjust the size to suit your need, then erase a section, with the centre on the source of the light. You can always much around with this, and make shapes, like in Example 1, but, for this simple tutorial, just a circle. So now, in photoshop, it should look something like this: Step 3: This step is incredibly easy. Delete the bottom layer so that the only layer left is your top layer, which makes the light. Now save it, and your should look something like this when viewed outside of photoshop (because of transparencies and such): Step 4: Okay, so, this is the step where we add it to RPG Maker XP. Import it into the fogs folder, and make a new event, set to Parallel Process. Add the Event Command "Change Map Settings", and under fog, use the following settings for your fog: Test it: Tah-dah! You're done :D Go ahead and test your new lighting, and if you have any issues you can always PM me. Hope you guys found this tutorial useful. Peace. ~Tomo2000.
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Welcome back, Joey! :D Long time no see.
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That's awesome, Crimson!
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Welcome back Crimson!! And that's amazing! How did you do that?
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Yoooo, Lizzie!! How's it goin'!? Hit me up with a PM, yeah? :D
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The Mansion The Mansion is a small project to be used as a tutorial for adding random horror aspects to games where there isn't actually much room to move around and such. The idea for the game is to try escaping a haunted mansion which consists of five different rooms. Each room has a few different events and horror-aspects that may occur. Don't worry, no faces that pop up and scare the shit out of you, I promise. That is, in my books, what I consider cheap scares, and don't really count. In order to escape the mansion, you must collect five different items from the five rooms, not including the main hallway. The game doesn't intend to be long, and is more of tutorial. The .rxproj file will be available so you can pry apart my events. Don't go prying before you play it, however, that removes the fun from it. Note: It isn't complete as of yet, and I will release it as soon as I do. The reason this topic is even created is because usually I have a few issues editing and creating topics. Hope you guys enjoy it! :) ~Tomo2000.
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Sorry I haven't been on, didn't even realise I got a message. Shoot me a PM and we can discuss this further, eh? That way you can add a bit more detail into what you want. And, on a little update, sorry I haven't added anything yet guys, just been busy, the usual.
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Like a Zombie, I arise from my slumber.....
Tomo2000 replied to Nisage's topic in Introductions and Farewells
The word "zombie" in the topic name? I could SMELL this topic as my computer booted up..... Anywho, welcome back Nisage :D It's been a damn long time! -
Holy Spiderman's Toothbrush! Hey Overlord, long time no see :D
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Holy shit. That looks amazing! :D
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PM Away~! -whoosh-
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Pretty much, it was for a custom menu I just decided to write one night. It's for a window in which displays the actors battler, details, etc.. The window is initiated when the menu first starts up (when escape is pressed), and all the dispose and update lines are in there, so I believe it was called correctly. I tried putting the line into the initialize section of the code, but to no avail (I didn't think it would, but, just in case, since Ruby sometimes likes stuffing around xD ). Anywhere outside of that and, to the extent of my knowledge, it wouldn't recognise the variable. Is there any more help you could provide? Thanks in advance.
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Okay, so, I've been trying to get a window to display the currently equipped weapon icon. I managed to get it to show me the one from the database, but not when it changes, and I can't seem to get around it. Currently the code looks like this; @weapon = $data_weapons[$game_party.actors[0].weapon_id].icon_name bitmap1 = RPG::Cache.icon(@weapon) rect1 = Rect.new(1, 1, 24, 24) self.contents.blt(20, 20, bitmap1, rect1, 255) And, note, I thought maybe changing it from $data to $game might fix it, but I got another error; NoMethodError occurred. undefined method '[]' for nil:NilClass I'm probably missing something really obvious.. Thanks in advance. ~Tomo2000.
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Is it because of the RTP? Yeah, I saw you and and was like "Everybody's returning >=D"
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Android marketplace? Sounds interesting :D Once I return home (at a mates place working on a project), we should discuss this further :)
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As are you! :D