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@  furrykef : (24 July 2015 - 11:25 AM)

Also I still have to figure out how to set up our e-mail accounts on the new host.

@  furrykef : (24 July 2015 - 08:19 AM)

As soon as I figure out how to restore it. Sorry, I know I said it'd be done by now, but I didn't expect to have to put up with this DNS crap and other issues that popped up.

@  Uncle Ben : (24 July 2015 - 07:56 AM)

So when's the black theme coming back??

@  Uncle Ben : (24 July 2015 - 07:56 AM)

"Should"

@  furrykef : (24 July 2015 - 07:27 AM)

That DNS took longer to propagate properly than I thought it would. *Now* we should be back for good, though.

@  furrykef : (23 July 2015 - 08:48 PM)

Or it might be because Bluehost *finally* got around to that server wipe (one week after we'd asked for it) and that wiped out our DNS settings. I'm not sure which and I don't really care. In any case, we've severed our last ties with Bluehost, so this will not happen again.

@  furrykef : (23 July 2015 - 08:08 PM)

Looks like Bluehost yanked our DNS since our hosting account expired. That's why the site went down a while ago. But as you can see, it's fixed now.

@  Misk : (23 July 2015 - 04:55 PM)

No, they do not.

@  furrykef : (23 July 2015 - 04:27 AM)

The goggles do nothing?

@  Misk : (22 July 2015 - 05:50 PM)

My eyes.

@  furrykef : (22 July 2015 - 12:24 PM)

Looks like forum uploads might have been broken since last night. That should be fixed now too.

@  furrykef : (22 July 2015 - 01:33 AM)

Heh, whoops! Server went down for a few mins when I borked the config. Looks like it's back up now.

@  Uncle Ben : (21 July 2015 - 09:09 PM)

It looked like a napkin

@  ILOVEVHS : (21 July 2015 - 09:04 PM)

Fan-fuckin-tastic.

@  furrykef : (21 July 2015 - 08:25 PM)

As for the beaver picture while the forum was down, I think Tim drew it. On a napkin.

@  furrykef : (21 July 2015 - 08:24 PM)

No kiddin' about that "Finally!", Shadow. I am *so mad* at Bluehost for never responding to our support ticket. I submitted it early Friday morning and they *still* haven't answered it!

@  Uncle Ben : (21 July 2015 - 06:37 PM)

Maybe he did that himself

@  Shadow : (21 July 2015 - 05:25 PM)

Say, who made the cute picture of Beaver Chief?

@  Shadow : (21 July 2015 - 05:24 PM)

Finally!

@  RedMenace : (21 July 2015 - 05:02 PM)

Woooo! The site's back up! Three cheers for Kef!


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Your Ideal Satam Game


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57 replies to this topic

#21 The Man

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Posted 06 May 2010 - 10:31 PM

BTW, Paper Boy is one of those games I missed. Haven't played them all. I'm sure I could beat it in time it simply doesn't look fun.

Contra, Battletoads, like many others have minimal scrolling that balances out the typical walk/run though. I think Silo on GE was going to be a scroll but was cut.

#22 Vlad Yvhv

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Posted 07 May 2010 - 07:15 PM

As to what must not be put in: Escort missions and those "you must never be seen" missions. These really take the fun out of otherwise good games by making them infuriating, rather than fun.

Projection: If Intruder Organsim reaches civilized areas...

Entire world population infected 2,7000 hours from first contact.


#23 GamemasterAnthony

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Posted 08 May 2010 - 05:44 AM

Don't forget quicktime events, Vlad. Those "press this within a fraction of a second or you DIE" events. Those are a bane of video games too. Just ask one Ben "Yahtzee" Croshaw.

#24 Vlad Yvhv

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Posted 08 May 2010 - 08:02 PM

Never heard of 'im... But, yes, those are also very frustrating, as well... Whoever thought those were a good idea needs to have to do that IRL for as long as it takes them to miss one and die a slow, agonizing death.

Projection: If Intruder Organsim reaches civilized areas...

Entire world population infected 2,7000 hours from first contact.


#25 GamemasterAnthony

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Posted 09 May 2010 - 08:30 AM

http://www.escapistm...ero-punctuation

That'll show you Yahtzee's reviews.

Though, to be honest, even though quicktime events are the spawn of Satan, they would be VERY much in Sonic's character. He is all about speed and having to act quickly would work well in a Sonic game. Still would prefer if they WEREN'T in a Sonic game though...

Oh, and wildfire? Just to give you an idea where I was going with the D20 idea, you might want to look for Big Eyes Small Mouth D20. I was going to use this as the base for my idea since a lot of video game characters (Sonic included) don't really fit into any specific character class. BESM D20 features a "classless" class called Adventurer that can be tooled to whatever kind of character you want.

#26 Vlad Yvhv

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Posted 09 May 2010 - 05:19 PM

While the "press A not to die" things may fit the spirit of Sonic, they certainly don't fit into any game. They're just there to screw over us casual gamers... Games are supposed to be fun. And having to go through those horrid things is not fun. Anything that makes you want to take the game out shoot it, then burn the remains is not a good addition...

Projection: If Intruder Organsim reaches civilized areas...

Entire world population infected 2,7000 hours from first contact.


#27 furrykef

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Posted 09 May 2010 - 05:22 PM

I actually don't hate such things, but maybe that's 'cause I haven't really played a game that has 'em. And it does sound like it'd be cute in one game or two, and fucking annoying in a dozen or more.

Of course, the idea goes back to Dragon's Lair, and though I haven't played it, that game doesn't look fun at all. It was only a big hit 'cause, wow, this game looks like a cartoon! These days, not such a big deal. wink.gif


#28 GamemasterAnthony

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Posted 12 May 2010 - 05:35 AM

Oh God...DRAGON'S LAIR! Yeah, that game is nothing BUT quicktime events!

I used to be afraid of that game as a kid. Seeing Dirk as a skeleton creeped me out.

#29 wildfire

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Posted 12 May 2010 - 01:54 PM

Actually, quicktime events aren't really all that fustrating (although I hated the knife fight with Krauser in RE4). If there were done something like in God of War, where you would only take damage based on a miss as opposed to outright dying wouldn't be terrible. The idea behind my Metal Gear-esque stuff with Sally looks like Gears of War in my head. Totally pointless mention there, but I made it anyway. Maybe i'll come up with more stuff for this topic (second stage ideas) in another couple of days, but i've got two ten hour days at work coming up and I work Saturday as well.
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#30 The Man

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Posted 12 May 2010 - 11:42 PM

If I thought of something original I'd patent my own game. Otherwise, I'll rip off Fester's Quest for NES. Where the FF's are in the huts giving Sonic items to defeat baddies.

Rotor TNT, Bunnie Vice Grips, Can't imagine Sonic doing anything more than making a Snively Bulb. And the 'fun' whip from Sally.

#31 wildfire

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Posted 13 May 2010 - 05:23 PM

I thought of using Knothole Village as a Hub World between missions, where Sonic could dart around talking to his team mates and gaining information and plot thoroughout the game. Something like this here...

Sonic's Hut: Save and Quit

Sally's Hut: Continue Game

Bunnie's Hut: Skill Increase (varies by character)

Rotor's Hut: Build gear from slavaged junk. Upgrade Bunnie's robotic limbs (can you say jet feet anyone?). Also try your luck with Rotor's Supermagnet to get rare junk or items!

Tails' Hut: Access two player missions and mini games (fitting neh?)

Antoine's Hut: Comic Relief, extra plot, good for laughs sort of stuff.

Dulcy's Hut: Head out for long distance missions (Time Stones kind of stuff)

---

I also thought more on each character's specific style of play...

Sonic: Cut and dry Sonic gameplay mixed with Sally's stealth action in spots. (Think Sonic Unleashed's daytime stages with a SatAM coating.) Sonic's upgrades include increasing his speed and various new bot busting moves to help rip through Robuttnik's forces, maybe even something to increase the duration of a Power Ring.

Sally: Stealth action gameplay with acrobatic platforming elements. Sally's upgrades could be new acrobatic moves to help her get from place to place unnoticed. Things like, clinging to the ceiling in narrow hallways to avoid being seen by a passing SWATbot patrol. Or hacking abilities to help prevent access to certain places until she accomplishes her goals.

Bunnie: Straightforward brawler action with a few platforming elements. Bunnie learns new moves along the way to help her tear apart SWATbots while the others get away. She visits Rotor to recieve upgrades to her robotic limbs (like Jet Boots instead of Ladder Legs, or perhaps a Megaman esque arm blaster)

Tails: Recon stuff, like relaying where enemies are so that other characters (Sally, Bunnie, etc...) don't get overwhelmed.

Antoine could also lay traps for SWATbots or other dumber creations. As points are spent on him, his traps become more effective and elaborate, making him able to hold off whole squads of SWATbots while Sonic and the others deal with whats there to begin with.

Rotor tends to stay away from missions, so I didn't think of gameplay for him. But Dulcy could have a rail style game where she destroys or avoids hover units on the way to The Floating Island, or the Great Unknown. (And I don't like Dulcy at all. What does that tell you?)

Thoughts?
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#32 Vlad Yvhv

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Posted 15 May 2010 - 05:02 PM

QUOTE (wildfire @ May 12 2010, 04:54 PM) <{POST_SNAPBACK}>
Actually, quicktime events aren't really all that fustrating (although I hated the knife fight with Krauser in RE4). If there were done something like in God of War, where you would only take damage based on a miss as opposed to outright dying wouldn't be terrible.

Why not just have a block button, instead? Quicktime events are very frustrating for those of us who take forever to get the timing right. Especially with something like the ones in RE4, where it's one after another and the combo keeps changing (don't know about other consoles, but the Gamecube has A+B or R+L and they're randomized as to which one it is, so you can't simply learn the timing and anticipate it on that). Also, all of the "tap A or B repeatedly not to die" ones are even more annoying, as it seems that I'm incapable of doing so without a turbo controller. I'd say avoid them altogether, for a more enjoyable game. Or maybe restrict them to the hardest difficulty level, for those who want insane challenges.

Projection: If Intruder Organsim reaches civilized areas...

Entire world population infected 2,7000 hours from first contact.


#33 John Roberts

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Posted 15 May 2010 - 06:35 PM

Quick time controls in Heavy Rain were perfectly executed. Good QTE's can be very fun.

As for a Sonic game I would like to see a Spy VS Spy style game with Antoine and Snively trying to kill each other in various whacky ways. No JRPG rubbish, or a crappy fanfic uber-dark and serious plot game, just something fun.
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#34 DLTN

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Posted 07 December 2010 - 05:58 PM

Im thinking of an RPG in the style of Knights of the old Republic/Mass Effect...

You play as a created character who is captured and about to be Roboticized, but thank heavens, Sonic and the gang rescue you. You are partially roboticized but it is internal and is somewhat dormant.
You control your character with 2 or 3 of the freedom fighters as support characters (the guys we know and love) doing missions across Robotropolis to uncover the primary plot regarding Robotniks latest scheme. Cut scenes and dialogue is interactive like the games above with choices on your replies, and you can build trust with other characters (that could affect relationships with others, an example being that you could romanticly persue Sally while Sonic begins resenting you?)
Now with the Allignment system in the above games, instead of being Good or Evil, as you make choices that are considered good, you become a trusted member of the team, but when you do things considered Evil the Roboticisation is no longer dormant and begins affecting your appearance showing that you are going under Robotniks influence.

At the end of the game the story can eventually branch based on Allignment... If you become an FF, you lead a team alongside Sonic and Sally to a final showdown in Robotniks citadel. But if you become bad... You double cross the team, capture most characters bar a few who get Roboticized (based off who trusts you in game?) and join your team as evil versions of themselves. You then lead an invasion on Knothole alongside your team and Robotnik himself, where you engage in combat with the remaining Freedom Fighters, followed by Sally( who you kill) and then an enraged Sonic (Who may go Super). On the Evil ending, Sonics fate is up to you...

A potential 3rd branch too, where on the assault on Robotniks Citadel/Knothole you can possibly sieze power yourself?

#35 Inhibitor

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Posted 07 December 2010 - 07:05 PM

QUOTE (wildfire @ May 13 2010, 05:23 PM) <{POST_SNAPBACK}>
Rotor tends to stay away from missions, so I didn't think of gameplay for him. But Dulcy could have a rail style game where she destroys or avoids hover units on the way to The Floating Island, or the Great Unknown. (And I don't like Dulcy at all. What does that tell you?)

Thoughts?


That hub world idea would be awesome. I think it would be awesome if Rotor would be a station to upgrade abilities and buy weapons and gadgets for characters like Sally or other weapon wielding characters.

#36 Inhibitor

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Posted 07 December 2010 - 07:22 PM

When surfing the web I came across a very well known development kit known as UDK. It stands for Unreal Development Kit, and is a construction kit for the Unreal Engine 3. This is the same exact engine used in popular games such as Mass Effect, Borderlands, and Gears of War. As you're probably aware the graphics and gameplay are utterly amazing, and its quite stunning that such a high quality engine is availible free of charge at their website. I downloaded it and played around with it, but due to my poor computer specs I couldn't do much with it. For those with decent computer specs (probably a 1GB graphics card, 4 GB of ram or more, and a 3.00Ghz cpu at the least) and a good knowledge of computing, you guys might find this engine perfect. There's also more than 30 video tutorials for the engine that tell of the engines features in great detail. I was able to make a small stage, a bit of a forest with large trees and rocks scattered around in which I drew large inspiration from the Great Forest. The tools within the engine are also easy to use, and creating simple stages can be done in a matter of minutes. It also allows for pop-up video display and-
offtopic.gif
Well, what I'm saying is, the ideas thrown out at this topic are incredible and would be a dream come true if they were to be constructed. Talent is out there, even in places you wouldn't expect it to be. Would the talent I'm talking about be here? Probably. Probably not. But if anyone were to be serious about constructing a fully made 3D fangame, this is the engine to start with.

There's also a small tech demo showing off what the engine can do.


#37 Shadow441

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Posted 07 December 2010 - 08:21 PM

I am trying to pursue a career in video game development and I think I could try to create this game based off of SatAm in my free time. It will take a while. I have had this idea before but I havn't been able to find the right engine or my resourses ($) haven't been able to pay for them but i'll expieriment with this engine and I may be able to try to make it. But if it doesn't work I could make my own engine but it will take a lot longer. I'll try and let you guys know

#38 Inhibitor

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Posted 07 December 2010 - 08:38 PM

QUOTE (Shadow441 @ Dec 7 2010, 09:21 PM) <{POST_SNAPBACK}>
I am trying to pursue a career in video game development and I think I could try to create this game based off of SatAm in my free time. It will take a while. I have had this idea before but I havn't been able to find the right engine or my resourses ($) haven't been able to pay for them but i'll expieriment with this engine and I may be able to try to make it. But if it doesn't work I could make my own engine but it will take a lot longer. I'll try and let you guys know


I think its great you'll be tweaking around with the engine, but the hardest part of UDK is undoubtedly constructing models. I've tried my hand at it and well....lets just say I nicknamed him 'Blockman'. Its REALLY hard and you'll have to have a lot of modeling experience under your belt to make something realistic.

#39 Shadow441

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Posted 08 December 2010 - 05:12 PM

QUOTE (Inhibitor @ Dec 7 2010, 09:38 PM) <{POST_SNAPBACK}>
QUOTE (Shadow441 @ Dec 7 2010, 09:21 PM) <{POST_SNAPBACK}>
I am trying to pursue a career in video game development and I think I could try to create this game based off of SatAm in my free time. It will take a while. I have had this idea before but I havn't been able to find the right engine or my resourses ($) haven't been able to pay for them but i'll expieriment with this engine and I may be able to try to make it. But if it doesn't work I could make my own engine but it will take a lot longer. I'll try and let you guys know


I think its great you'll be tweaking around with the engine, but the hardest part of UDK is undoubtedly constructing models. I've tried my hand at it and well....lets just say I nicknamed him 'Blockman'. Its REALLY hard and you'll have to have a lot of modeling experience under your belt to make something realistic.


Yeah you may be right but I'm going to try it and if I can't make the models I'll try to get some of my friends who are trying to become animators to help me out. I promise I'll make a game but it won't be done for probably years. My goal is to start my own Game Studios and this is a game that I'm going to try and make.

Dude also thanks for finding this I probably would never have found this myself online

#40 furrykef

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Posted 08 December 2010 - 06:11 PM

To be honest, I don't think making a big game based on SatAM is such a good idea. All that time and money could go into something you could actually sell. If you make a SatAM game, you'll never be able to sell it. (If it were possible, I would be so totally working on one...)




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