Posted on Thursday, August 3, 2006 at 06:30 p.m.
Last game played: Tetris DS - 70%
Current project: Untitled Game Maker shooter - 10%
Alright, this isn't working. This is the second post in the past ten months, and to be honest, there's no point in continuing this blog. It's just not the best way to do it. It's a lot more important to show what I've done than to just talk about what I'm doing, so the space where this blog currently is on my web site will probably be replaced by links to download stuff I did. Actually, I need to re-do the whole site to cut down on needless crap such as this blog and make it really easy to get whatever you need. Frames are generally a bad idea, anyway. Gameplay is first priority, I guess. Besides, if you want to see what I'm working on, check out whatever forums I'm at at the moment. If I start something now, I'll probably be talking about it at AllGames.com or something. I actually will be working on some Game Maker stuff, and maybe I'll throw down another Tony Hawk's Underground or Counter-Strike 1.6 map later on. It's clear that I need to get back to work on stuff, but when I do, I'm taking a different approach. There is one thing I can mention: I apparently kick ass at Tetris DS. I'm the current champion at WiTendoFi and I've won the first AllGames tourney as well. Add defending those titles to my list of things to do...
Posted on Sunday, March 5, 2006 at 01:20 a.m.
Last game played: Ghost Squad (Arcade) - 100%
Current project: URC (Underground Race Career) - 70%
Alright, it's been 5½ months, but I haven't completely forgotten the blog. Most of the site updates actually happen in the main part of the site, with constantly updated radio stations and contact information. Well, how do I sum up the last half a year? For one thing, the Tony Hawk online community is dying. Most of us were tired of the series by the end of THUG2, and THAW failed to bring us back. Tony Hawk's American Sk8land on the Nintendo DS is actually really good and has an outstanding online component, but I can count on one hand the number of people I know from the PS2 scene who have a DS. Too much of the PS2 side of the series is simply dying off. THPS3 and THPS4's online servers have been taken down without any real explanation from Neversoft. THUG1, THUG2, and THAW still have some people playing them, but most people I know from forums and clans have since stopped playing. The Line Tub has been down for months now, and Denied Clothing was supposed to be shut down by now, and tXo will be shutting down at the end of the month. When all is said and done, Tony Hawk online play no longer matters. I wonder if I should even finish the project I'm on right now. I'm working with Doomgon (Aquarium) on a set of racetracks for THUG1. It's called the Underground Race Career (URC), and contains about 16 racetracks in the style of my Hit-Racetrack1 through 3. It's looking good, but when it's done, I wonder if anyone will be around to play it. Also, the last contest of the Tony Hawk series seems to be complete. It was TICC2, or tXo's In-Game CAP Contest Deux. Each entry to this contest had to be a re-make of an area in another non-Tony Hawk video game. I chose Leene Square 1000AD from Chrono Trigger, thinking that nobody else would be crazy enough to make a town from an SNES RPG in the park editor. It was a challenge to make the level flow well, but the town's layout and setting made for some great transfers. I placed 2nd in that contest. Doomgon's Delfino Plaza from Super Mario Sunshine did well there too, tying for 3rd place with JasOn540's Spargus City from Jak 3. The winner was one of my old friends, Ne0, with the City Escape level from Sonic Adventure 2. By the way, we had the option to use THUG1, THUG2, or THAW to make our levels, but the top 4 were all done in THUG1. The newest version of something is not always the best, and that's definitely true of recent Tony Hawk park editors. It's alright, the community will be completely dead before the next game is released, so there's no need to pressure Neversoft to improve it. All they need to do now is keep tweaking the core gameplay and trying to recapture what made the first couple games in the series so great. Looks like they're taking an honest stab at it in their next game, Tony Hawk's Downhill Jam. We can only hope they've learned from their recent mistakes. ... Alright, in other news, I've moved onto other things as well. I've quit my previous job that I've had for nearly 4 years so I can concentrate on school. I decided it's time for me to get hardcore about finishing my degree. I'm taking 18 credit hours of classes next term, the most I've ever had. At this rate, I should graduate in February 2007. When that happens, I'm pretty sure I'm going to leave Ohio. It sucks to be a gamer in Ohio, and I doubt I'll find any worthwhile jobs here. So where to? New York? Chicago? California? Canada? Who knows? It depends on what kinds of job offers I get. As long as the place has a scene for gamers in which a GameWorks is not your city's best arcade, I'm up for it. Some gaming competitions would be cool, too. There hasn't been a competition in town since the Eastland Mall Time-Out's Tekken 5 tournament in January 2005, in which I actually came in dead last. That was the last time I've seen nationally ranked players in an arcade around here. I guess they all either play at each other's houses or did the wise thing and moved out. Man...so anyway, Ohio has no gaming scene. Well, then, what do I have going for me, anyway? Right now, Enemy Territory is my main game, and off and on I play THUG1, Sk8land, Mario Kart DS, Counter-Strike 1.6, Halo 2, Street Fighter III, and Second Life. There's also a game I've just started called OGame. Some of my friends at school are addicted to this, so I decided to check this out over the break and see what it was all about. OGame is a free web browser-based strategy game where players build up interplanetary empires. Players have to manage resources, research different technologies, and build fleets and planetary defenses. Yes, it works a lot like Civilization and other strategy games, but the difference here is that it's online and persistent like an MMO. There is no real "win" or "lose" condition. You can be attacked, have your fleet annihilated, all your buildings destroyed, and your resources stolen from you. You'll still be alive, and always able to rebuild and recover. Everyday, there will be the same people in the same uber-alliance, RAWK, that's big enough to do whatever they want. Also, everyday, there will be about 30 other alliances fighting RAWK. Whether you declare war on someone or not is up to you, but you'll have to live with it for long after one side is crushed. If you destroy someone much weaker than you for no good reason, expect another player to bring the hammer on you for it. I think it's this kind of persistence that has my friends hooked, I'll have to get into it and see what it's all about.
Posted on Monday, September 26, 2005 at 10:31 a.m.
Last game played: Fire Emblem: The Sacred Stones - 75%
Current project: Second Life character - 20%
Time for another update, I guess. It's been a month since the bogus 2D revolution rant of that last post. For a while now, I've been playing through different console and PC games that I didn't play while addicted to THPS4 and THUG1. I had a pretty big backlog of games to see and got a good chunk of them finished. At the moment, I've got my PS1 hooked up and I'm 199.7% of the way through Castlevania: Symphony of the Night. Once I 200.6% that game, I'll start on Castlevania: Circle of the Moon on GBA and unhook my PS1 so I can put an SNES there and try to play through Gradius III, Super Metroid, and Final Fantasy VI (III), among other things. Hopefully I'll make progress with all this before Tony Hawk's American Wasteland comes out on October 18, which might bring be back into the series full-time. Complicating this is my PC gaming, including Enemy Territory which I play both at home and at school, and an MMO-type-thing I just started last night called Second Life. There aren't any actual quests that I know of, but instead the game is all about creating things for the game world, and seeing things everyone else has created. There are some really unique concepts here that other MMO's should take notice of, such as the insanely deep character creation with user-created clothes and models, the volunteer greeters that meet newbie players the first time they sign on, and the availability for players to own land and build whatever they want on it. From what I can tell, this game is like Animal Crossing, but in Animal Crossing players can't import their own 3D models or write their own event scripts. There are even user-created minigames - in fact, the only actual gameplay comes from from user-created content. It's a completely different MMO world when the developer relies on users to create the game. The developer just made a solid base world with key game mechanics and Havok physics in place, and they let the user base go crazy with mods. As for me, I don't think I'll be staying long, since only paying "premium" account members can own land and build things on it. What I will do is work on my character (appearance-wise) and try to get some advice from the skilled character designers that populate this game. I'll get a good avatar and sig picture out of it, at least.
Posted on Wednesday, August 24, 2005 at 12:28 a.m.
Last game played: Sonic Advance 2 - 70%
Current project: de_harbor - 20%
It's been a while since I've done a good rant, and what better place to do it than in a blog? Most people's blogs are all rambling anyway, right? There won't be any talk about progress on my projects, but there wasn't any anyway. Right, I started watching this video game review show called Retro Core that covers games from the NES to the Dreamcast. The whole show is hosted and produced by Yakumo, webmaster of Sega Gaga Domain and strong advocate for the old school. In his show, he basically says that game companies nowadays can only put out average crap with very little innovation, and they can get away with it because they're so big and they own the market. He pretty much hates Western game developers and how they're screwing up gaming as a whole, and the only way to keep all gaming from going down the shitter is to remind people of the good old days where gameplay was solid and uncorrupted. Though I don't completely agree with it, I came to a realization that the way the video game industry is going right now, it will die within the next decade. System manufacturers, game publishers, and game marketing, with what they all want to do, will soon alienate the gamers until nobody wants to play video games anymore because it's more annoying than fun. All this talk about unbreakable copy protection and publishers buying exclusive rights to things, and the industry's increasing focus on making games solely because they will sell millions of copies rather than making them good, all work against the gamer. The games will have long lists of features and tons of content that costs hundreds of millions of dollars to make, but nobody will want to play a game long enough to see it all, so the work is in vain. The games will be shit, and casual gamers will stop coming, and the hardcore will be stuck with what came out years before because nothing good will be made ever again. Yes, the games industry has been gradually working against the gamer for about the past 15 years, and it might eventually die from it if it continues. There is one way I see out of this, and that is what I'll call the new school. Soon, lifelong gamers such as myself enter the industry and start new development houses or join existing developers that might be able to adjust. These gamers will have grew up in the days of the NES and Genesis and Super NES, playing them, analyzing them, and soon, making their own in the old style. I'm not saying developers will start making 16-bit games again, but there will be an influx of new and innovative games built on rock-solid 2D foundations. We've seen developers try their hardest to do great 3D gameplay on any console with capablility for it at all, but we find that the closer to 2D roots a game is, the more solid the gameplay is going to be. Why can the be no solid 3D control? Well, a human hand or thumb or finger can only easily move either side-to-side or up-and-down, and pressing forward or backward requires more effort and cannot be done precisely enough for gaming. The D-pads and analog sticks on mainstream controllers on all consoles are 2-axis controllers, as in they are only made for side-to-side and up-and-down movement, which makes sense because it fits the player's hands. Even if a developer made some sort of pressure-sensitive 3-dimensional d-pad, it would be too awkward for an actual person to use. Anyway, only a maximum of two dimensions can be controlled directly on one d-pad, and movement in the third dimension has to be done with double-taps, other sticks or buttons, or some other indirect way of doing it. Also, the monitors we play video games on are 2D, Virtual Boy not included. Depth perception is a vital part of movement into and out of the background, and again, it can only be indirect. 2D doesn't have any problems with having to fake movement or vision in a dimension, so perfect control mechanics are possible. Long jumps between two small platforms and easy in NES-era platformers, but are a nightmare when someone puts them in a 3D game. The more a game relies on the player moving towards or away from the screen, the more uncertain each manuever will be. (An exception to this is driving games, which were pretty bad before 3D-capable systems became available.) Anyway, these gamers will know what 2D had that 3D didn't and will be able to design games based on 2D and 2½D movement and theory, but will have good production values, too. The gamers take gameplay over graphics anytime, and this value will come into games. I don't think graphics will need to get much better than they were on the Dreamcast, since at that point systems became capable of doing pretty much whatever the developer wanted to do in their game. The focus has to shift to gameplay, and somehow, developers need to find a way to get the general public to buy games for their gameplay and not for their graphics. If people can put aside their need for realism in games, then developers can cut loose with all kinds of innovation in a bid for gamer interest, resulting in much better games that are easier to play and easier to make. This looks great to me, and the way I see it, all parties are ready for this except for the game publishers. After all, the games will have less flashy features to advertise with, and publishers often sue over things that make them lose even 1% of their profits. Well...are the publishers really going to be necessary anymore? That's for another blog post, I guess.
Posted on Saturday, August 6, 2005 at 11:40 a.m.
Last game played: Super Ghouls 'N' Ghosts (GBA) - 5%
Current project: de_harbor - 20%
Wow, uh, the blog. Where do I start? If you're reading this, you're probably wondering what I've been doing for the last 4½ months other than updating this blog. I should start with the most important thing first: I've joined a team for a 1337 gaming clothing company called DENIED Clothing. The DENIED Team is made up mostly of former members of the tXo crew, one of the top clans in the game. The 13 founding members were 11 tXo members, SiK from Neversoft, and me. I'm so glad to be in a team with such great company, trying to get a clothing brand started with some good grassroots marketing. I represent the brand with a DENIED tag in online games and a DENIED T-shirt sometimes when I go to arcades. People criticize the team for letting ourselves be used as free advertising, but I like to support small business when I know the people who run it. I wonder if I have to capitalize DENIED that way all the time. Is that just a web site spelling I can ignore, or will I have to get used to it like I did the capitalization of NiGHTS in that project? Anyway, as for my site, I've actually made plenty of small updates but they've been on the left side of the page. I worked on the radio player some. It's always worked right on Internet Explorer, but now it works perfectly on Netscape too, and even Firefox will do everything but the embedded Windows Media Player. Firefox users can click the Open link to listen to each stream. The radio station list was expanded, cut down, and expanded again. SuprNova Radio/Radio Fusion is no more, so MMO Radio and The514 take over as my live DJ stations. Also, I've added a bitrate listing to each station and handy IRC channel links to the live DJ stations. Elsewhere, I added plenty of new links, including DENIED, VG Cats, and Games Underground. I started playing Return to Castle Wolfenstein, Enemy Territory, and Halo 2. I now use the messenging/stat tracking service Xfire which gives me a profile page there as well a cool mini-profile for my site. I also signed up at deviantART so I could subscribe to my friends' deviantART updates. I have a 1up page in which you can browse my 00 game collection and see the wisdom of Frente!, a club that came together to discuss ways to make better video games and send their message to publishers. I've got plenty of friends on that too. As you can tell, I've been busy with internet stuff, but it's happened everywhere but right here on the blog. I didn't forget about it, but I just got tired of writing. Sorry. Rest assured, my CS map de_harbor and THUG2 team project R2R-Bangkok made insignificant progress as well.
Posted on Thursday, March 24, 2005 at 01:55 p.m.
Last game played: Nettou King Of Fighters '96 (GB) - 100%
Current project: R2R-Bangkok - 60%
Sorry I haven't posted in a while. I've had all kinds of stuff go on, but it probably would have been easier if I filled you in as it happened. Rail Rated is almost done, and though Hit-4x4 Terrain is one of my best levels, it didn't even win the week I submitted it in. Luke beat out Dode and I for the win in Week 6. Yes, I think all levels were good, but I thought both Dode and I had clearly beaten Luke in the criteria Rail Rated claimed to be judged on. Still, I'm happy to see Luke go on to the finals, and I hope either he or ALchemy takes the grand prize. Maybe one of these days tXo will do another CAP competition open to all countries and ages and have it be judged as well as TICC was. Anyway, though I failed to make qualify in Rail Rated, the last month in general has been good. My sister gave birth to her second child on St. Patrick's Day (the first was in 2001) so for the next week or so we'll have two little kids in the house before they go back home. Also, I have an Xbox now. I couldn't have an Xbox without Xbox Live, I couldn't have Xbox Live without Street Fighter Anniversary, and I couldn't have Street Fighter Anniversary without a good Xbox-compatible arcade stick. I bought the official Street Fighter Arcade Stick which works on Xbox and PS2 (and PC with my adapter.) I'm more used to the button layout of my PS2 SvC Chaos stick, but the Street Fighter stick is just as good. Just yesterday, I made the first update to R2R-Bangkok in a month and a half and opened discussion on the team's next project, R2R-Skate Mecca. Skate Mecca is Dode's idea for a level made up of the best real-life skate spots. Also, I am now in the Gamer Advisory Panel beta test for the PS2 version of Battlefield: Modern Combat. My beta will arrive any day now, and though I don't think I'm allowed to post screenshots or videos or anything, I can probably talk about what I think of the game once I get it. I played Battlefield 1942 at LANlords a few times, and I liked the mayhem of getting 20-30 people in one big battle with vehicles and different character classes and everything. If it's anything like that in the PS2 version, it'll be something every PS2 owner will have to check out. This beta test will help with my career, too. It'll give me important experience that companies are going to look for when I get out of college. On my resume, the beta test might be worth about as much as my degree. I've also been looking to join a couple other elite teams in the gaming community, more important than this Battlefield beta, but I'll have to post more about those later as well.
Posted on Sunday, February 20, 2005 at 10:14 p.m.
Last game played: The King Of Fighters 2002 (PS2) - 0%
Current project: R2R-Bangkok - 50%
Hello there, blog readers! All my updates to the site so far this year have been on the main page, but since it's now more than 2 months since my last post here, I decided I should update this as well. I've messed around with internet radio a lot in the past couple months and I've found a few things I wanted to look further into. ChroniX Aggression is now the default on my radio player script, and they play tracks from European industrial bands Sub Dub Micromachine and Violent Work of Art. I'm also messing around with a music site called Last.FM, which is kind of like any internet radio network except that it keeps track of songs you say you like and it eventually builds a radio station for you and people with similar musical interests. Anyway, on Last.FM I heard Radiation 4's Magnolia Act II, which sounded kinda like the Dillinger Escape Plan with their severe mid-song style changes. Well, other than their web sites, I can't find any more music from those bands. It's like I'm the only person who's ever heard of them, even though I know I'm wrong. But I can go to every music store and look on every P2P network and come up empty. I mean, I eventually found a couple stores in town that had DEP CD's, but they've never heard of obscure bands like that. Not a chance of finding them on FM radio stations either. It's like they only exist in an imaginary space. Well, not really. Amazon has them all, but that's because they have everything. It's too bad that I have to search far and wide for such good metal bands, but I guess that's the price they pay for being counter-culture. That's why internet radio is so important: they give quality bands some much-needed exposure. It's not just metal, either. The Internet is crucial for progressive rock, underground rap, real punk, and any other deviant genres of music that don't get FM radio play. Speaking of the Internet and radio, the RIAA and MPAA have come to piss me off in recent months. They've taken their campaign for total Internet domination to new levels by shutting most major BitTorrent sites, including suprnova.org and lokitorrent.com . For being publishers that under-pay artists and movie studios AND over-charge consumers, you wouldn't think they have much of a problem with stealing. I can rant, but I should move on to other things and let the people who know what they're talking about (like Downhill Battle) carry the fight. In short, paying for CD's and movies that the RIAA and MPAA publish doesn't benefit anybody but the RIAA and MPAA, so just download them instead, and use money to go to concerts and support artists in other ways where the publishers don't get a cut of the profits. Okay, next...Oh yes, what have I been doing for the past couple months? All kinds of stuff. At one point, I counted having 9 current games, 6 forums, an IRC, 14 radio stations, 4 P2P networks, and 4 college classes to divide my attention. I haven't been able to make much headway on anything because I'm trying to do everything at once. Well, college is first priority, and I seem to be doing well this term. After that, I've been messing around with music as I was talking about earlier, in as many different genres as possible as long as it's hard and fast. Hell, I've even joined an anime/manga club that a couple of my friends at school started, and I'm horribly out-classed but at least I can beat them all at Melty Blood: ReAct. Some of my time goes into watching episodes of some of the anime that they got the full serieses of years ago. Game-wise, I've got it down to KOF 2002/2003, MB:R, Counter-Strike 1.6, Silhouette Mirage, and THPS4 through THUG2, but then Tekken 5 and Gran Turismo 4 come out at the end of the month and will seem to only complicate things more. I promise, I'll finish my Bangkok and Rail Rated projects (yes, Rail Rated finally started) and get back into Counter-Strike map-making where I should be. It'll take some time to get everything done that I want to do, but I'll get back to business soon enough. Post #50 is next, and hopefully I'll have some news to report on my projects next time.
Posted on Sunday, December 19, 2004 at 08:29 p.m.
Last game played: Super Monkey Ball Jr. - 30%
Current project: R2R-Bangkok - 10%
Here I am getting lazy about posting again. Catch-up time! The rules for the Rail Rated contest still haven't been released yet, so we've all pretty much given up on it and started working on other stuff. I started a new CAP making group called Rail2Rail Team. This is a big team that I hope will stay together to make a whole set of levels for THUG2. Our first project will be a level based on Bangkok, the city mentioned in the THUG2 storyline but not playable as a level. The Bangkok project staff is currently made up of 14 people, making this the biggest, most ambitious CAP project ever. Right now, basic planning is done and we're ready to start building. Sarsippius is the first builder, so we're waiting on him to start us off. We've been waiting on him for almost a week now. I hope I don't have to kick him out for inactivity like I did in Aztec Jungle, but I've got to do what I've got to do to get this started, I guess. I'd hate to do that to one of the co-founders of my clan. Anyway, we've got some cool ideas together for the Bangkok level, including Thai temples, the Sky Train tracks, and a grassy city park/skatepark. I'm not looking for a spectacular level the first time out, but I'm trying to make sure we can make a basic level with excellent flow. If this works out, then we'll move on to bigger and better ideas. In other news, LANlords Gaming has closed. They had one final lockdown last night. At that lockdown, I realized that the Tony Hawk online scene has trained me in the way of style over strategy. LLG is home of a group that calls themselves Team Serious. Like most hardcore fighting game players, they play one game all the time and learn the best possible counters, juggle setups, matchup strategy, and everything. They've built up the skill to stomp any non-hardcore player with their efficient tactics, and not only do they avoid newbie mistakes, but they also know how to thoroughly punish anyone does anything like rolling backward after being knocked down or missing with a big unblockable attack. After playing with them for half a year, I've noticed that I don't play like them at all, and I've never wanted to. I mess around a lot, and I do things that have 0%-30% of landing, as opposed to a hardcore player's 90%-100% success rates. I'll approach people with weird setups and different transitions between stances that they probably haven't seen used before because they're so dumb. I can't fight normal against these people because I would get owned everytime. I have to resort to crazy stuff that they don't normally see in fights. In Tekken, Law has a stupid move where does a high backflip and lands flat on his back instead of on his feet. Unlike all the other backflips in the game, this move hits on the way down instead of on the way up. If I hit with that a few times, it throws off my opponent's concentration and while they're looking for me to do another backflip, I can come at them with a juggle setup. I know that's not how Tekken is supposed to be played at high levels, but that's the best I can do without devoting myself to the game. I can still hang out with the LANLords crew at arcades and stuff and win some matches in Tekken 5 and Soul Calibur II while still staying current with my THUG2 and Counter-Strike at home. Once you accept that there will always be someone better than you in any game, it takes a lot of pressure off and you can just play the game to have fun, and maybe get a lucky win or two while you're at it.
Posted on Tuesday, November 2, 2004 at 05:18 p.m.
Last game played: Soul Calibur II (GameCube) - 80%
Current project: Hit-Metal Dawn - 4%
It's been a few weeks, so I ought to give you another update. Honestly, I've gotten tired of THUG2 quickly. I'm running out of ideas, and there's hardly any new material to work with. The ingame tools to make levels, tricks, and other things are basically the same ones as in THUG except they're missing things like car goals, transitions between trick animations, and the ability to make your own deck. The new boost pieces and new goal types don't make up for everything they removed. There just isn't enough new in there for it to be worth staying on the Tony Hawk series much longer. It's time I found a new gig. Counter-Strike is looking good so far. I went through SuperJer's tutorial to learn how to use the Hammer editor and I made my first CS map, fy_noobkill, a noob map-maker's killing zone. It's a tiny deathmatch level where everyone starts with AK-47's and each round lasts about 10 seconds. I had some people from tXo play it, and they liked the flow but they found out that since the level is so small, players can continuously buy and throw grenades halfway across the level without ever leaving the buy zone. I don't think this is too bad, since it takes time to throw a grenade, enter the shop, buy another grenade, and throw it over and over. There's too big of a delay and in a level that small, it's not hard to kill someone in-between grenades. I'd say I did pretty well, for my first map on Counter-Strike. I don't know if I'm going to stay on that or go to Counter-Strike: Source instead. I'll be making at least two more levels in THUG2: an entry for the Rail Rated competition and a final team project level, then I'll really get into some CS stuff.
Posted on Tuesday, October 12, 2004 at 11:55 a.m.
Last game played: Super Mario Advance - 80%
Current project: Hit-Metal Dawn (tentative title) - 2%
THUG2 is out, and we still have every CAP glitch we had in THUG! Well, Neversoft removed the main methods we used for floating rails and floating objects, but we had those figured out again within a few days of the game's release. This means nearly everything we learned to do with THUG's park editor applys to THUG2's as well. THUG2's editor isn't exactly the same as THUG's, though. There are a few really stupid changes to it this time, like the rail tool not being able to snap to corners anymore, and the removal of all vehicles and all time of day settings from the editor. I can't make any racetrack levels or foggy/dark levels like I did before. To make up for all the stuff they removed, Neversoft added boost parts. Basically, there are specific ramps, floor panels, and walls that increase your speed as you skate on them. They work a lot like the dash arrows Rare uses in all their kart racing games. Before, a high angle rail launch would kill the player's speed, but if they land on a boost panel, then they gain their speed right back. The boost panels are a huge help for moving people around the level. Speaking of THUG2 CAP's, the first major THUG2 contest will be to a park-making one. Considering I did placed 2nd in tXo's with Hit-DeVry Cols. My team project Aztec Jungle was finished the night before THUG2's release, and it well recieved too. I'm coming off two good parks, I need to really out-do those to win this next competition. See, the top prize in Jeep Rail Rated is a 2005 Jeep Liberty Renegade. I expect anyone with even an ounce of level making skill to throw their hat in the ring. I'll need something entirely crazy - and the answer comes in using the new boost pieces in the editor. Ready to see a line with 8 consecutive wallplants?
Posted on Friday, September 24, 2004 at 11:43 p.m.
Last game played: Qix (phone) - Level 3
Current project: Aztec Jungle CAP - 60%
I know, I neglected the weblog for almost a whole month. Catch-up time! Well, I now know floating objects, and the procedure was eventually leaked on tXo forums. No problem, though, since I've come up with a couple simple changes to the procedure that gives us more of the sink/float capability that we had in THPS4. The leaked original procedure could only float objects 3 spaces wide or less, but I found a way to float objects of any size. My method also allows for objects to be placed partially underground, as in one side of an object will be on ground level like normal and the other side will be partially consumed by ground. My version of the floating obs procedure is shorter, easier, and works more often, and I think I know how to tweak it even more. The day THUG2 goes gold, I'll post this procedure on tXo forums. Now that I had floating obs under control, my attention turned to the Aztec Jungle CAP. I kicked all the inactive members off the team, leaving a team of three: myself, Dumbass, and Spider. With this team, I decided to re-work my layout to include a waterfall, a pond, and a rail art bridge over that pond. The waterfall and the pond also have tunnels running under them. There's so many ways to get over, under, or across the pond that it really doesn't hurt the park's flow at all. With the new layout in place, I took it upon myself to get the project moving by taking the first turn and making the entire jungle section. Dumbass went next, and his only job was to make a suspension bridge over the pond, which looks great and carries the lines nicely. It's Spider's turn now, and his job is to fill the rest of the level with a nice ruins section. After that, we'll proceed to free-for-all editing where we'll tweak all the lines and set up gaps and goals. When we're done, this will be the best looking CAP ever, but how well will it play? The transfers are turning out great, but I'm no expert in flow, so I'll have to leave it to the other two members of the team to make sure that the flow works. I think the level's going to rock, and so does everyone else who's played the early versions. Can we get that out before THUG2, though? We've only got a week and a half! In other CAP news, tXo had a contest called TICC, or tXo IRL CAP Compo. The staff of tXo CAP Review wanted to see who could build the best level based on a picture in two and a half weeks. For me, the first week of the contest was spent doing my part of Aztec Jungle. Second week, I tried my original idea of finishing Hit-Westerville, but after a week or so of trying to find out why my level played like crap, I knew that in order to make the Westerville skatepark play well in THUG, I would have to add a lot of objects to it. Well, in TICC, they judge parks for accuracy to the picture, giving it 40% of the overall score. If I had to add a lot of crap to the level to make it work, the inaccuracy would kill my chances of winning. With three days to go, I realized I had to change plans. I picked up another abandoned project, Hit-DeVry Cols., the level based on my real-life school. The outdoor commons area was a ditch with picnic tables all lined up, so I figured if I put quarterpipes on both ends of the ditch, the area would be perfect for THUG physics! After adding some more quarterpipes and street objects and adding to the ends of the existing handrails, I got a good level out of it. I didn't have to mess around with the real-life DeVry too much to get it to work, so it helps my accuracy. As it turned out, I was only one of the few people who did levels based on real life places that weren't skateparks. Who else do we know that did that? Dumbass and Spider. Great minds think alike. Their entries will hold their own in the contest, as they both show their mastery of building to carry a theme. As for my level, a lot of people say it's their favorite to win since it simply works best in THUG. I think Alchemy's *AL* Central is the best level in the competition, but maybe I underestimate my own work? Can a level I threw together in three days beat a whole set of levels made in two and a half weeks? Will my source material carry my park through to 1st place?
Posted on Wednesday, August 25, 2004 at 01:16 p.m.
Last game played: Rush 2049 (Arcade) - about 350 miles
Current project: Aztec jungle CAP - 2%
This is going to look like a re-hash of the last post, I know, but there isn't much new to report. The team CAP project is moving again, I think. Sarsippius was apparently away for a week and has just started working on part 1. That's fine, as long as it gets done and it's good. Floating objects in THUG is for real, and EvilGod knows how to do it better than anybody else at the moment. He's told someone, who told someone, who told me how to do it, but I think I've gotten it wrong. Even if I do eventually learn the whole procedure, you won't get it from me until THUG2 goes gold. Oh well, it's not like I don't have 20 other games to mess around with before then.
Posted on Wednesday, August 18, 2004 at 01:51 p.m.
Last game played: Rush 2049 (Arcade) - about 250 miles
Current project: Aztec jungle CAP - 2%
NiGHTS Style is finished, so now I'm trying to start the team CAP project again. We've come up with the idea of doing a level that is part jungle part ruins, and neither of those themes have been done more than once. If we can do this, the level will be very original, especially with some Dumbass rail art, and the perfect finish to THUG. Well, rumor has it that someone found the floating objects glitch from THPS4 in THUG, but I haven't seen any proof. Actually, if this glitch exists, I'd rather it stay hidden a little while longer. From what I've seen, THUG2's park editor is the same exact one from THUG with a small interface upgrade. I'm expecting Neversoft to fix the known CAP glitches we found in THUG, but if floating objects in THUG isn't common knowledge by the time THUG2 comes out, maybe Neversoft won't fix it and in THUG2 we'll have floating objects right from the beginning! That's only if that glitch actually exists in THUG in the first place, though. Anyway, I also find myself still looking for a new online nickname. I can't keep using the handle of hitstun forever, simply because I'm not good enough at fighting games (or any other game) to name myself after an obscure technical term from fighting games. I'm a jack of all trades, and a master of none...then again, even though I don't have a lot of natural gaming skill, I'm much better at making stuff for games, like TetriNET2 themes and THUG levels. I've been trying to play off that, with variations like Hitmachine and Hitseeker, but they're not original enough. My test for originality is attempting to register the name on AOL Instant Messenger. If the name is already taken on AIM, it's not original enough. With 36 million active members, good non-registered names are hard to come by.
Posted on Monday, August 9, 2004 at 09:33 p.m.
Last game played: Tony Hawk's Underground (PS2) - 99%
Current project: NiGHTS Style video - 80%
Wow, I've kind of neglected the blog for the past few weeks. Well, at least it's easy to fill you in. So far, my team project team is lined up, with Sarsippius, Icedemon, Spider, Chibers, ATDI, me, and Dumbass. We haven't gotten far on the project, mostly due to my own neglect. See, I've also started working on my biggest video project yet, NiGHTS Style. Basically, I use a 17-line GameShark speed-hack/flying code and custom made skater and tricks to put NiGHTS in THUG. I do some transfers only flying could cross, make a few style lines enhanced by NiGHTS's flying and created tricks, and generally mess around with THUG. So far, it's turned out well and the preview versions have plenty of fans waiting to see the finished product. In the end, I think I'll have a 7 minute video to release some time next week, but can my team CAP project wait that long?
Posted on Wednesday, July 14, 2004 at 01:42 p.m.
Last game played: Ninja Five-O - 75%
Current project: Untitled team CAP - 1%
Hit-FinalBattle was good, but not good enough. I meant for it to be my last level on THUG, but it just wasn't big enough to be the last thing I do. Before I go, I have to do something really ambitious: a month and a half long group project. I'm going to try to recruit a team of 6-10 people from various THPS forums and come up with a plan for our team to build an awesome park. The large number of people is there to make sure that we get a lot of ideas and that every person can focus on a small part of the level, tweaking it to perfection. I figure, even if I end up working with a team of noobs, I still think with a good enough strategy we can make a great level. In other news, I found a Sega Saturn with NiGHTS and Die Hard Arcade for at one of the local used game stores. I guess they had been trying to get rid of the thing for months, so they lowered the price and had a lot of other games for like apiece. I mean, most Saturn games aren't even worth the , so any good games for that now sell at about or more. Sure, NiGHTS is a great game. You would think having a permanent flying ability would take all the challenge out of a side-scrolling platform game, but the game's Sonic-like speed makes it kind of tricky to stay on course and pick up enough items to complete the level. There are a few other Saturn games I want to see (Radiant Silvergun, Panzer Dragoon Saga, and Guardian Heroes) but nobody in town has them, and online I've haven't seen them online for any less than . Maybe I'll just have to settle for those games' sequels on other platforms, but one of these days I know I'm going to have to give in and buy the Saturn versions. I mean, these online stores wouldn't charge for a bad game, would they?
Posted on Sunday, July 4, 2004 at 05:38 p.m.
Last game played: Super Street Fighter II Turbo Revival - 100%
Current project: GunBound avatar - +3 money
For anyone who's been wondering where I've been on THUG, CS, and FFXI for the past couple weeks, I've been messing around with a few other things. I owe most of this to LANlords Gaming, which I've just started visiting after school got out a couple weeks ago. LANlords is basically a little place on High Street in Clintonville where they have a bunch of PCs, consoles, and a DDR machine. Columbus's gaming community is centered around this place and the one good arcade in the Columbus area, the Eastland Mall Time-Out. Since I started visiting LANlords, a lot of my time has gone into games either introduced to me or ones I bring in. I re-did my Dreamcast NES rom disc to include 3150 roms, 500 more than my old set. I tried to push this number to 3200 roms, but Dreamcast's weird file system adds 100MB to the disc's filesize if I go over about 650MB worth of roms, making my disc images too big to burn. Still, if there's anything I have a fighting chance at showing off on at LANlords, it's oldschool NES games like Tecmo Super Bowl and Tetris. I get owned at anything from this era. Anyway, I've now gotten into GunBound, the Korean Scorched Earth/Worms type online game with well over a million players. Apparently there were a massive server downtime right before I started playing, so I hope it doesn't happen again while I'm around. GunBound seems like a solid game, but getting money to buy stats for your character takes forever! I mean, I've been playing for a week and a half, and just today I was able to buy the 2nd cheapest hair (white, of course!) and it carries only a small money earning upgrade. Oh well, at least I don't look like all the other noobs anymore, but I wonder how long I have to play until I'm no longer considered "a little chick" and I begin to climb the ranks. LANlords introduced me to one other noteworthy game: Melty Blood: ReAct. It's exactly what the fighting game genre needs. It plays a lot like the Guilty Gear series, but I found it a little easier to pick up and mess around with. What makes Melty Blood stand out is Watanabe's attention to detail. A lot of recent fighting games, especially Capcom's, show a severe lack of effort, but Melty Blood's graphics, character voices, and combo system all look like they've been tweaked and perfected over years of updates and a big budget, but instead, this is pretty much a doujin game that got an indie publisher so they could sell the game throughout Japan. From what I can tell, there are no plans whatsoever to sell the game on these shores, so this really leaves players here no choice but to pirate the game. That's too bad. If Melty Blood were sold here, I'd recommend it to everybody.
Posted on Tuesday, June 15, 2004 at 07:14 p.m.
Last game played: Tony Hawk's Underground (PS2) - 98%
Current project: Hit-FinalBattle (THUG CAP) - 99%
Wondered where I've been? I've been working on Hit-FinalBattle, my fifth trick attack level. It's sort of based on the big endboss battles in RPGs. These battles usually feature new gameplay mechanics, new special effects, and a dramatic change in atmosphere to make for a great finale. In THUG's case, an appropriate boss battle would have to be in a very original level with one very large skateable opponent, the Icon of Sin (Doom II reference), who gives you 10 difficult goals in order. Hit-FinalBattle was made to be the surprise final level of the SiN clan's Goals For The Fanatics tourney. Being a surprise, I didn't mention it anywhere; not in the OLd forums, not in my servers, and not here. Well, since I couldn't say what project I was working on, I couldn't post any new blog entries. Even if I would have said I was working on a secret project, somebody probably would have put 2 and 2 together and found out what I was doing. Anyway, Hit-FinalBattle is practically finished. All I have to do is add CTF flags to my level, but the way THUG's editor is, if you place any new objects in the level, the object placement of any goals you have gets messed up. Well, all 10 of my peds are underground and in the same exact spot, and if I put any objects in, all 10 of them get sent to the wrong spot above ground and I can't put them back. Basically, I need to delete all my goals, place the CTF flags, make a couple adjustments to problem rails, then make all the goals again, and I'm done. As for the level itself, Hit-FinalBattle is like my old THPS4 CAPs, filled with all kinds of random cool stuff to skate. There are plenty of quarterpipes, spines, and acid drops all over, and a decent amount of easy to find rail lines that set up great transfers. This level is almost the opposite of PR-CAP #1, the level famous for making its players freeskate and find all the lines and transfers on their own. The level has a set of parallel rails to shuffle across much like Hit-Racetrack3, but the parallel rails here are slanted and you must shuffle to make it to the other side. Hit-FinalBattle also introduces a few new CAP glitches. There's a few grinds through the seam between two tunnel pieces, where your skater passes through a 1/8" crack in the scenery in-combo. There's a grind on a very short rail that doesn't stop when you reach the end of it and continues all the way to the other end of the level. There's a phantom metal plate running -1 height under the entire level. The metal plate has been done before (it was originally found by Ksk) but it hasn't been used like I used it in this level. I used it to created a sort of dark void under the parallel rails, where the plate hides the halfpipe underneath it. Once you learn that the halfpipe is down there, you can that area for some pretty good spine transfer combos. The plate turns some of the lava around the Icon of Sin dark red, and also runs through one tier of the level's tunnels, obstructing your view a little and hiding the solution to one of the goals. Anyway, I'll be writing up how to do all of these glitches on tXo forums this week. Anyway, it's hard to say whether Hit-FinalBattle will be my last level on THUG or not, since I still have an idea or two to do, but THUG's editor is such a pain to work with sometimes (I have to re-do all my goals?) that I'd rather be working on some other game. The superior game, THPS4? My new addiction, Counter-Strike? GLO's project game, Tribes? Who knows?
Posted on Wednesday, May 12, 2004 at 03:49 p.m.
Last game played: Soul Calibur II (Arcade) - Gold Captain of the Cerberus
Current project: untitled OLd clan video - 10%
I spent the last couple weeks finishing off Hit-Alcatraz and doing a couple THUG videos. Handicap CTF is a video of a me vs. all Capture the Flag match, and SD Exhibition shows some glitching and some improv in San Diego. The rest of the OLd clan seems to like those videos, but they're not going over too well in other forums. I don't expect them to, either. In places like tXo and Linetub, they don't like any videos unless they have a technical line with original transfers and a lot of skill. They can't seem to take vids like these for what they are, if they don't fit their criteria. Oh well, maybe the clan's next vid will go a little better. The plan is for the entire OLd clan to show off on a long video co-ordinated by D4rW1n. I'm all for the idea, but I don't know what they want my part of the video to be yet. I still don't know what my club at school's modding project is going to be, either. Maybe next week I can tell you more about what I'll be doing in these groups.
Posted on Wednesday, May 5, 2004 at 01:14 p.m.
Last game played: Mario Adventure (Super Mario Bros. 3 hack) - 35%
Current project: Hit-Alcatraz (THUG CAP) - 90%
Well, just when I thought I was done messing around with PC stuff and ready to go back to PS2, something else came up: Counter-Strike. I finally got Half-Life and everything that comes with it. I didn't think I'd ever get into a PC first person shooter like this. I've played Unreal Tournament 2003, but that was a little too fast and it was too easy for more experienced players to dominate. I have SOCOM 1, but I didn't like having to rely on stealth or worry about commanding other team members. Counter-Strike seems immune to both of these problems. This is the type of PC game I was looking for. Well, I'll try to pull myself away from CS long enough to finish the gaps and goals in Hit-Alcatraz, and in FFXI I might delete my current character and start over on some other server. Maybe it's time I started making Counter-Strike maps instead of THUG levels?
Posted on Wednesday, April 28, 2004 at 04:30 p.m.
Last game played: Soul Calibur II (Arcade) - Gold Lieutenant of the Cerberus
Current project: Hit-Alcatraz (THUG CAP) - 80%
For most of the past week, I've been making random tweaks to my screen capture setup. I've replaced the streaming setup with a more traditional webcam setup. Now, whenever I have the webcam app running and the page is accessed, the program will take a picture of my screen and put it on the page. If you click on the picture, it will refresh and take another live picture. If you click this a lot, it's kind of like video. Yes, I could have made it auto-refresh, but I don't want people to sit there with my web site up for 3 hours while the picture automatically updates itself every 5 seconds. Sure, people can click the picture every 5 seconds as long as the can stand there and keep clicking it. That's fine with me. Anyway, I've also found a way to take the webcam picture setup I used on this web page and put it in my sig on tXo forums, with the same scripting. Oh well, now that that's pretty much done, I'm going to get back on my THUG projects. Hit-Alcatraz will be my next project. It's almost done, but I need to get it closer to the real thing, get the player limit from 6 to 8, and put in gaps and goals. I may need to throw out one of those ideas so I can do the other two. Oh, also, I've gotten into a game design/programming club at DeVry Columbus, and we think we're going to do some type of mod for a PC game. My best idea for it is a set of levels for Doom, but it's up to the rest of them if they want to mod a 10 year old game. The forum we discuss this on is private, but when I know what we're going to do, I'll post it here.
Posted on Wednesday, April 21, 2004 at 11:54 p.m.
Last game played: Soul Calibur II (Arcade) - Platinum Lieutenant of the Cerberus
Current project: Video stream setup - 90%
Posted on Wednesday, April 14, 2004 at 04:25 p.m.
Last game played: Soul Calibur II (Arcade) - Gold Knight Of The Cerberus
Current project: OLd Project #2 (THUG CAP) - 89%
I'm actually on time two weeks in a row? That's a change! I might make this thing work yet! Anyway, OLd Project #2 is almost finished. Once Sarsippius puts in his gaps and goals, we're done. The park turned out really well! I put it in a night setting, but you can still see most of the objects about as well as before. The three of us have all tweaked each other's sections, and at the end, the level will be so smooth you'd think it were made by one genius level designer. Well, after that, I'll probably finish Hit-Westerville and work on some new level. Should I try to track down all the projects I've started and never finished and try to finish those, or should I start trying to make stand-alone games for Windows or Java, or for TI-83+ in assembly? I mean, I'm tired of not being able to do my best ideas just because I don't know any programming languages well enough. I'm in an introductory C++ class now, so at least I should be able to figure out simple text-based games. I figure I'll do a simple old-school shooter first, but when will I have the skill to do that? Should I wait until graphics are covered in class, or should I try to figure it out on my own?
Posted on Wednesday, April 7, 2004 at 04:06 p.m.
Last game played: Mario Adventure (Super Mario Bros. 3 hack) - 2%
Current project: OLd Project #2 (THUG CAP) - 45%
What's this? I actually updated my web site? Yup. In the past week I added an animated background, put everything in tables, got new AIM online/offline graphics, added in a couple pictures of my characters, added a couple links, and put together a new Google search prompt that you can save as a desktop icon. The biggest new feature is the active online communities section. This lists some different online places where you can find me, what username I have there, and what I specialize in. That way, if you want to see stuff I've made in THUG, you know you can look for things under the name hitstun [OLd] or visit the forums I post on. Anyway, since my joint project with Dodeman, Bungle, Ksk, and Scooter was successful and made it into THUG's Best of the Best category, I've decided to jump on another project, this time with fellow OLd members At The Drive-In and Sarsippius. Again, I'm glad to have another chance to work with park builders more talented than I, and this may change my style even further. My part of OLd Project #2 has the best flow I've ever made. My crazy transfers are intact, but with good flow my part plays better than any other park I've done in some time. Anyway, once Sars finishes his part, it'll be time to put in gaps and goals, but that's all I still have to do. I might also finish my Westerville skatepark level, since now I have a little better idea of what the finished real-life park will look like.
Posted on Wednesday, March 31, 2004 at 12:26 p.m.
Last game played: Doom II (GBA) - 90%
Current project: Hitstun (FFXI Asura server) - Level 3 Elvaan Warrior
Well, I finally know for sure what I'll be doing online for the next few months. FFXI is good, but not good enough to keep me from playing THUG. I'll be working on some kind of strategy for my character on FFXI. I'm probably going to go with a character that can pull from far away, or deal a lot of damage really fast at close range. That's sort of what I did on EQOA while I had that. I'll still be making parks and tricks on THUG. I actually bought the PS One version of THPS4, since it has simplified versions of most of the THPS4 levels. The main thing I wanted to do was take the simplified version of Alcatraz and re-make it as a retro created park in THUG. Hit-Alcatraz is looking pretty cool at 80% done so far. I still need to fix some transfers and put in the gaps and goals, and somehow get the player limit up to 8, but once I'm done, it'll be a great level that's a complete change of style from my other parks. Maybe after that, I'll finally finish the OLd Tricks video!
Posted on Wednesday, March 17, 2004 at 11:32 p.m.
Last game played: Tony Hawk's Underground (PS2) - 98%
Current project: Old Man Hitstun (THUG skater) - 98%
Wow, I've gotten really inconsistent as of late. Like everytime I list something as a current project here, I've already stopped working on it for a while. Other times, I'll work on a random project and finish it in one night. Such was the case with a little Doom compilation I put together for a Dreamcast Doom emulator. That project went from idea to emulator download to compilation to release in one night. You can all swing by SuprNova and get it sometime in the next few weeks, if you're interested. It works pretty well, but the disc also plays in Windows on Doom 95! Dual-boot rocks! But yeah, I just threw that together one night, neglecting my 461748 other projects. Hit-Racetrack3 wasn't exactly a single-night project, but it too was just as impulse and pretty quick. My most recent idea is to get all gaps with my skater in THUG and then submit that and Racetrack3 to Best of the Best. I might not even finish the gaps in the level I'm on before I run over to something else. That's pretty much the way I'm doing things now. If I feel like working on a project, that's what I do. I don't know what I'll be doing tomorrow, but at least I'll be doing something. I do know what I'll be doing a week from today: playing Final Fantasy XI. When that comes on, that will easily kill any other projects I have going on at the time, so I'm trying to finish whatever before that comes out. Games like FFXI are made to take a lot of a person's time. Will my character become my sole project, or will it have the same short attention span as with everything else?
Posted on Thursday, March 4, 2004 at 01:11 a.m.
Last game played: NFL Blitz Pro (PS2) - 6%
Current project: This web site - 70%
Well, I know this is a little early for an update (especially since my last update came over a month after the one before it) but I have a few site-related updates. For one thing, I've added a third radio station, CD101.1 FM. Unlike the other two, CD101 is a real live radio station in Columbus simulcasting on the internet. Anyway, I find myself visiting my own site when I get on a computer, just for that radio player. I've already messed around with a radio player only page; that experiment is here. I may elaborate on that page and make that an official section of my site. As for sections of the site, I'm also thinking about adding one with a list of all the console and PC games I have. Oh, but not just any "my games" list! This list will also say how far I've gotten in each game, and the gimmick I apply in my strategy. Yeah, since I play a whole lot of different games, I consider myself at above noob level for nearly any game I face. I don't play any one game long enough to master it. In matches against noobs, I can win a majority of rounds, but against a seasoned veteran, I get romped. I might pull off a victory or two, but it's usually a fluke. In order to stand a chance against masters of a game, I develop a gimmick. In this case, a gimmick is that one little bit of my strategy that's completely weird and unexpected. Hopefully, this throws off the enemy's rhythm and I can take advantage and win a round or two before they catch on and start dominating. Anyway, I would list my biggest gimmick for each game in which I have one. In Soul Calibur, I take every opportunity to knock an opponent out of the ring. I use throws and power moves to get them close to the edge, then try to kick them out. Yeah, sometimes I actually fight my opponents, but I usually lose. In Tony Hawk's Underground, I value style over substance. I will use flashy moves and difficult transfers that actually don't help my score any. Basically, I show off as if I have a lot more skill than I actually have. Sometimes the other players see my impressive show of style and try to beat me with some long high-scoring lines, which they go too big on and bail. In the end, I win 250,000 to 0. Today, I messed around with a gimmick for a game I haven't played much, NFL Blitz Pro. I played online against someone with like a 110-20 record. What I did was abuse the special teams. I would call the kicking team onto the field some 2nd downs, some 3rd downs, and most 4th downs. Most of the time, I would fake, but occasionally I would kick for real. On one 3rd down, the guy thought I was going to fake, but I actually punted. He had nobody backfield, so my kick from my own 20 ended up at the opposing 10 before one of my team members downed it. This strategy was pretty ineffective, though. I lost that game 90-6.
Posted on Saturday, February 28, 2004 at 12:04 a.m.
Last game played: Skate (TI-83) - 100%
Current project: NES Top 2500 Roms PC-DC - 80%
It's been a while since I've posted here, but I return with a decent-sized account of my travels, I guess. The Progressive CAP, PR-Park #1 is finished and it looks great. It's probably the best park I've been involved with in THUG, but it doesn't get too good of a response when I host it in my servers. Maybe people would rather play a park with all the lines spoon-fed to them than actually find lines in a park. Anyway, after that was over and done with, I took a break from the THUG scene for a while and visited SuprNova. Aside from a good live-broadcast radio station that I added a button for on my site, they have a really good Dreamcast game section. I've been to no less than 15 video game stores looking for Dreamcast games, but most of the time, the games I wanted most either weren't in stock or weren't released in America at all. My search ended at SuprNova, and after leeching for those games, I decided to make my own small contribution to the Dreamcast scene before I left. Sure there's a lot of NES rom collections out there, but I decided to make a compilation of the best versions of all the games in the GoodNES set (and a couple ones not present in GoodNES) and then release them in a format that would allow you to play the roms in a Windows emulator or make a Dreamcast emulator disc image out of them. It's not as innovative as I thought it would be, but I'm going to finish what I started, then release it and get active in THUG again. Actually, I never really left THUG. The OLd Videos page is now part of the OLd Thugs site, and now has a much improved layout and a healthy selection of videos. I finally capped my age old Alcatraz NM, even though I bailed near the end. It also just isn't as good as other people's lines, but other clan members have recently made some really good lines to help out with my page. Eventually, I'll finish OLd Tricks and start on a transfer vid. I have a few suprises in store for that transfer vid...and again I leave you with dots...
Posted on Thursday, January 22, 2004 at 12:55 p.m.
Last game played: Star Fox - 4%
Current project: The Progressive CAP - 20%
Not too much to report here. The 5-person joint project I talked about in my last post is going on right now, but not very smoothly. It looks like Dodeman, Bungle, and Onion like to use lots of quarterpipes and street objects to make vert areas with only a few obvious transfers, but Ksk and I build lots of lines into our areas and use all kinds of different parts to build our parks. Basically, we don't like each other's styles very much. Ksk and I built our parts and made changes to the first two people's sections (which we shouldn't have) and everyone else had problems with it so we started over with how it was before Ksk started building. This whole thing is a mess, but I think this park will be really unique once we're done. After that, I'll start working on OLd Tricks and my levels again. I also have a couple other online games to start on: Need For Speed Underground and NFL Blitz Pro. I've played a little of each online, and they don't have nearly the amount of depth THUG does. Then again, neither of those games has crashed on me yet. Maybe I'll have to get into Unreal Tournament 2004? Or Final Fantasy XI? Stay tuned...
Posted on Thursday, January 8, 2004 at 01:04 p.m.
Last game played: Doom II (GBA) - 25%
Current project: OLd Tricks - 65%
Well, it's sort of my new year's resolution to post here every week now, so here I am. Not too much going on right now. I just got Hit-Powerline in the Best of the Best vault on THUG, so now OLd has parks from two different people in there. Now all we've got to do is find EvilGod and get him to make a BotB park and we'll have the hat trick. OLd Tricks is coming along too. Mine and Gramps's parts are done, and I still have Sarsippius, SuperNoob, and haLLoWe to go. This video will own when it's finished. There's also a chance I might be teaming up with Dodeman, Bungle, Ksk, and several other people on what is being called a "progressive CAP," a park that several people take turns working on. I'll have to come up with some big multi-level ramp structure for that. That's all I've got for now, see you in the next post!
Posted on Thursday, January 1, 2004 at 07:00 p.m.
Last game played: Doom II (GBA) - 15%
Current project: OLd Tricks - 60%
Well I finally got around to posting here again. Here's a little summary of the last three months: I made a post in mid-October, and it got deleted. I fixed the radio on the site, so now for me it runs on Windows Media Player but it should work on non-Windows platforms too. THUG came out on October 28, and it's cool but it has a few serious issues. Most of the key players from THPS4 have quit. I stayed with THUG and busted out 5 parks in 2 months: I remade Deathmatch from THPS4, which was easy to do thanks to THUG's clipboard feature. Racetrack1 is the game's first park specifically made for racing cars, spawning hordes of really bad imitators. I then demonstrated an old THPS4 created park glitch in THUG and called it TheEvidence, evidence that the THPS4 glitches might be possible in THUG. I did a Racetrack2, which turned out much better than the first. I then did Powerline on THUG and actually finished it this time. Current created park projects are the upcoming Westerville skatepark (Hit-Westerville) and a retro level I'm not going to specify yet. As for other stuff, my skater has 10 created tricks, and I make new ones all the time. I've joined another clan, OLd. The only restriction on joining is that you have to be at least 19 years old and that you have to be invited. I've talked about Sarsippius's parks on this blog before, and EvilGod is there too. Between the three of us, we'll have the best created parks on THUG. I also have a video capture card now, and the first major project on that is OLd Tricks, a video of the clan's best created tricks. I'm still working on it, but the most recent version will be at that link.
Posted on Wednesday, September 24, 2003 at 07:47 p.m.
Last game played: Stuntman (GBA) - 60%
Current project: Hit-Powerline - 5%
Well, I missed another entry, but I'm back this week with some more news. My NM line is actually finished, but I'm sort of passively looking for someone to cap it for me. I'm not going to wait until then to get back to work on CAPs. All my other CAP projects are now dead, and so is the clan I was in in my last post. My last project on THPS4 is Hit-Powerline, a line-based trick attack level. This is the last one before THUG, so I'm pulling out all the stops. Included in my plans are an X Games-style high jump, a semi-hidden room, a tunnel you can skate on or through, a syncopated rail pattern, a minimalist section, and of course some floating power lines. This kind of park is probably going to keep people playing THPS4 even after THUG comes out! Of course, after I finish this park, there's nothing left but to try to plan for my first THUG park.
Posted on Tuesday, September 9, 2003 at 11:39 p.m.
Last game played: Tony Hawk's Pro Skater 4 - 90%
Current project: Hitstun's NM - 70%
Well, I've taken a break from making CAPs to do a token Alcatraz No Manual line. This line is insane. It's only 40 seconds long, and only worth 1.5 million points, but the difficulty is what sets this apart. It requires about five times as much skill as I normally show ingame. I've gotten some good feedback from people that have seen me work on it. The line is actually finished, but I've only been able to land it three times in five days of trying. It's a good thing that when it comes time for someone to cap it for me, I only have to make it once.
Posted on Tuesday, August 26, 2003 at 04:23 p.m.
Last game played: Stuntman (GBA) - 50%
Current project: Hit-Warehouse - 35%
Spent the last couple weeks joining SsM (Street Skate Masters) and playing other people's parks. Sarsippus[OLd] and Sam (formerly of SsM) have made good examples of line-based parks. These levels don't have much to them besides one or two well-planned rail combos, but there enough ways to get onto and off of these lines to make the parks playable enough. They have almost no vert stuff though, and once you play the lines 5 or 6 times each, there's nothing left. Now if a park had rail lines this good and also had good QP/manual lines, I'd be impressed. I might have to do something like that myself later on. Anyway, now that I've joined SsM, I'll probably be making some parks for them, but after that I'll finish Hit-Warehouse and go to work on my 4th original trick attack level, Hit-Paradigm. Paradigm is sure to be unlike anything seen before, and it'll be just what the THPS4 park-making community needs before THUG comes out at the beginning of October.
Posted on Thursday, August 14, 2003 at 11:21 p.m.
Last game played: Tony Hawk's Pro Skater 4 (PS2) - 72%
Current project: Hit-GlitchDemo2 - 100%
Hit-GlitchDemo2 is done already. The park filled up after like my 5th glitch. I couldn't even come close to the scope of the original idea. Still, for only my second glitch demo park, it's pretty good. I still have to do some more testing before I'll be ready to upload. After that, it's back to work on Hit-Warehouse. Maybe after I finish that I can build a 4th serious trick attack level. In other news, I'm making this post on a recently installed Red Hat Linux 9 partition. If I can get my monitor to work right with Linux, I'll be messing around with that a lot more. I also installed DeVry's student software bundle for Windows, including Microsoft Visual Studio 6.0 Professional! Yep, soon I'll be getting back to PC stuff, but where do I start?
Posted on Friday, August 8, 2003 at 11:51 p.m.
Last game played: Virtua Fighter 2 (PC) - 100%
Current project: Hit-GlitchDemo2 - 10%
The latest interruption the the Hit-Warehouse project is Hit-GlitchDemo2. See, Hit-GlitchDemo1 was one of the first glitched levels in THPS4, and it was the first where the person who made it told people how they did it. It would be safe to say GlitchDemo1 started the whole glitch level trend, even though it wasn't the first. Anyway, where GlitchDemo1 was the beginning, GlitchDemo2 will probably be the end. I'm going to try the hardest complex glitches ever attempted. The hardest idea I have so far is a Sub HP merged into a five-loop full pipe with a wall clipping through the other end of the pipe, almost sealing off that end. The red flag will be in this pipe, and a floating railercoaster going through it. If I can pull this off, production of these parks will stop for months while people try to imitate it. My original ideas for Hit-EpicCoaster will be included in this park, so now my backlog is Warehouse and Rodeo, and then maybe my return to TetriNET2 theme making? Stay tuned!
Posted on Sunday, August 3, 2003 at 11:53 a.m.
Last game played: Soul Calibur - 30%
Current project: Hit-Warehouse - 30%
One day last week I threw together a park called Hit-Deathmatch. This is a very simple robot-style park. Most of the park is made up of the top halves of bus stops staggered so you have to jump from side to side on your way across. This whole setup is over a pool of lava. There are quarterpipes on both ends of the level, so you're constantly going back and forth across that lava pool. I thought the level was going to be too simple for actual gameplay, but I've had a suprisingly good response to it. People especially like playing Graffiti there, even though it's only meant for the full contact King of the Hill and Capture the Flag modes. A lot of people seem to like Hit-Deathmatch, a level that took two hours to make, more than even Hit-Waterworks, which took two weeks! Is it just because Waterworks is pretty complex and Deathmatch is really simple? I mean, you can just look at a screenshot of Deathmatch and see every possible line in the level. There aren't many. Maybe I need to make more levels that simple.
Posted on Thursday, July 24, 2003 at 09:24 p.m.
Last game played: Mega Man II (PocketNES (GBA)) - 100%
Current project: Hit-RemixOfDoom - 100%
Well, ROD is done. Took me long enough, for a non-original idea. It turned out to be less of a remake of the Parks of Doom and more of a high speed combo-fest. It's almost like what I wanted Hit-QuantumPhys to be. Anyway, it's finished, and the question is what's next? Rodeo? EpicCoaster? WarioWare? ...Actually, I was thinking of doing a level for my hometown, Westerville, Ohio. See, the town's Parks and Recreation department wants to build a skatepark, and I'm going to see if I can get a copy of the plans for it, if they've come out yet. That way, even if city council turns them down, I can still make a real life type park from it. Weird, but if I can pull it off, Hit-Westerville could be great!
Posted on Tuesday, July 15, 2003 at 09:41 p.m.
Last game played: Unreal Tournament (DC) - 15%
Current project: Hit-RemixOfDoom - 50%
Wow, I nearly forgot about this thing! I guess I don't have too much to report over the past month. About a week and a half of that was spent on vacation, and since then I've gone back and started taking a summer class at the community college I'm at, but today I also started a class at the local DeVry branch. Yeah, some summer. Oh well, I don't mind, really. It's not like I'm going full time through the summer. It's only two classes. Anyway, I took a little break from my projects, but now I'm ready to get back to work on my CAPs. I did Hit-35SecondNeg, a simple looping grind combo with a ton of gaps. It's not a true infinite combo, so you still have to balance a little. If you can hold a grind on that setup for 35 seconds, your score will be above the game's maximum score of 2.1 billion points, and if you land while the combo score is above that amount, you will get a negative score. All the high score rigs I've seen would give you this after 40 or 50 minutes of constant grinding, so doing it in 35 seconds is a real breakthrough. I think I can do better than that, too, and maybe make it a true infinite combo in the process. Also, Hit-007Facility is dead, since the level is too complex for THPS4's editor. I might still do a different Goldeneye or Perfect Dark level some other time. I'm halfway done with Hit-RemixOfDoom, my tribute to AndyTHPS's excellent Parks of Doom. This park is my best imitation of AndyTHPS's style, or how it would be if he knew the CAP glitches. The park layout and gap names are as close to Andy's as I know how to get them. I just put this nice corner wallride in there too. This may be my best park yet, and it won't even be in my own style! After that, I want to get to the other stuff on my backlog, including Hit-Rodeo (the rail endurance check,) Hit-EpicCoaster (a long glitched-out railercoaster,) and Hit-Warehouse (I'm still going to do it!)
Posted on Thursday, June 19, 2003 at 11:07 p.m.
Last game played: Golden Sun - 3%
Current project: Hit-Warehouse - 10%
Holy slackage! I haven't posted here for two and a half weeks! I mean, since my last entry, I've scrapped Hit-Warehouse as it was, changed my name to Eiji the Hitman, changed it back, finished Hit-SkateHell, and spent a ton of time advertising it and trying to convince people that I made it. Yeah, even before the thing was finished, I already had lamers changing the name of my park and claiming it was theirs. Hopefully anyone who thinks I didn't make it would come here and read the last 5 or 6 entries in this devblog and see how much I was raving about how good this was going to be. If nothing else, if someone else claims to have made make SkateHell, ask them how they made the floating mini quarterpipes OVER the merged lava and tables. Right. Anyway, I'm posting now because I'm about to leave for vacation in the Outer Banks in North Carolina. I'll be gone for the rest of the month there. When I come back, I'll have Warehouse, 007Facility, and now RemixOfDoom. See you then!
Posted on Monday, June 2, 2003 at 05:02 p.m.
Last game played: Tony Hawk's Pro Skater 4 (PS2) - 70%
Current project: Hit-SkateHell - 80%
Hit-SkateHell is nearing completion. By the time I'm done, it should be the coolest looking THPS4 CAP yet. Hell/lava levels in video games always have to look cool. Remember Heck from Earthworm Jim? The Cave of Wonders from Aladdin? Red Mountain from Sonic Adventure? All of Doom II? I figure I have a legacy to live up to with SkateHell, and I think by the time it's done I'll have pulled it off right. In fact, this really makes me want to see Neversoft make a real level called Skate Hell in THUG! After all, SkateHell began loosely based on Skate Heaven from THPS2, hence the name. But for now, this is a lot better than the THPS3 Foundry for carrying out the lava theme. Besides, my SkateHell has twisted stuff like a kiddie pool with a diving board and picnic tables in the lava (the Hot Lunch gap), another trait of Hell-based levels in video games. Also, the Hell theme lets me justify using the floating objects glitch, since floating mini-halfpipes aren't really possible in real life (neither is doing two 900s in one air off of them.) Anyway, I think I can finish SkateHell in the next couple of days, and after that I'll finally make Hit-Warehouse, then I think I'll convert the Facility level from Goldeneye 007! That will be an excellent Capture The Flag level, but where would all the ramps go?
Posted on Wednesday, May 28, 2003 at 04:50 p.m.
Last game played: WarioWare, Inc.- 85%
Current project: Hit-SkateHell - 25%
What a week in THPS4! We've known some glitches were possible in Create-A-Parks, but just now have we begun to learn how to do them. I made the first CAP glitch procedure, the one for single-space merging, and it exploded from there. A week later, we now know how to put objects through each other, in the ground, in the air, or stacked on top of each other. With them have come about 20 new parks demonstrating these glitches. Sure, they're technical accomplishments, but none of them have actually played well. Well, I did make Hit-Checkers, a Graffiti level that has nearly 100 squares in the ground that you can tag by manualling over them in a combo. That's my favorite Graffiti level so far, but nothing compared to what Hit-SkateHell's going to be now. I'm going to rebuild it from scratch, which explains why I've rolled back the progress to 25%. I'll remake it to include crazy stuff like tiny floating halfpipes, a railroad rail that runs across a few high platforms, and all kinds of stuff going over, under, and in the lava. I think this level will take me two more weeks to make, but by the end it will be a bizarre masterpiece. I still want it to have crazy CTF flag placement, but I also want lines to work like no other level I've seen yet. This level is going to be purely insane.
Posted on Monday, May 19, 2003 at 11:34 p.m.
Last game played: Advance Wars - 35%
Current project: Hit-Warehouse for THPS4 - 35%
Between my last two posts, I've converted my best THPS2 CAP, Brick And Steel, to THPS4. It's three years old, but looking back at that park while I was rebuilding it I realized it's different than any other CAP I've played before in either game. The gimmick to Hit-BrickNSteel is a gap where you fly off the end of a quarterpipe, cross an alley, and land on a rail on a platform on the other side. This rail goes around in a circle before going down a slope and launching you into a pool. The rest of the park is basic CAP, but looking at all the other levels that combo is pretty unique. Anyway, Hit-SkateHell is chillin' at 70% while I go to work on Hit-Warehouse. This is gonna be good...
Posted on Monday, May 12, 2003 at 04:49 p.m.
Last game played: Advance Wars - 30%
Current project: Hit-SkateHell - 30%
Straight out of Madrid, Spain, here's this web site's new music, todoexitos metal radio! From listening to the station, I think it translates into All-Out Metal. A truly awesome station. Speaking of things changing, I'm still trying to come up with a new name. At the moment I'm thinking of * the *, like Dirk the Daring, Jack the Ripper, Smokey the Bear, or whatever. Anything done that way is sure to be better than hitstun anyway. I now have 4 completed levels for THPS4: Waterworks, ClAn_tRyOuT, QuantumPhys, and Burnside. Now I'm working on the crazy CTF level SkateHell. Imagine a team flag on top of the College Flagpole and you get the idea.
Posted on Monday, May 5, 2003 at 05:23 p.m.
Last game played: Dragon's Lair II (DVD) - 35%
Current project: Hit-Burnside THPS4 - 70%
Another week, another park. Quantum Physics, now renamed Hit-QuantumPhys for extra l33tness, is finished, but it didn't turn out how I wanted it to. Still, it's good enough to be uploaded, but I'll wait until the directory is updated - Hit-Waterworks still isn't posted yet! It's been 4 weeks! If you want to see my parks, really the only way to do it is to visit a game that I'm hosting. I hang out in the Pros server, even though I hardly ever win any games against those skat maniacs! Anyway, I don't like any of the retro parks so far, so I decided I'm going to finish Hit-Burnside then go to work on Hit-Warehouse, then I'll have some ideas for Hit-Skate_Hell.
Posted on Monday, April 28, 2003 at 05:06 p.m.
Last game played: Killer Instinct (GB) - N/A
Current project: Quantum Physics level for THPS4 - 95%
Hey! I'm finally getting a post in on time! Well, Quantum Physics is nearly finished. It's all about hitting the given high multiplier combo a few times, then going to one of the vert areas and increasing your base score for huge combos. However, there is this slight problem with getting posted in the game's level directory. I uploaded Waterworks nearly three weeks ago, but the directory hasn't been updated yet, so it still can't be downloaded. I mean, I think Waterworks and Quantum Physics could both get Park Of The Week honors, so since I don't want two of my own levels competing against each other for this spot, I won't upload Quantum Physics until I see Waterworks in the directory. In other news, I think I'm going to change my nickname again. I have to admit the name of hitstun is better than PsychoMage, but neither I nor anyone else really likes it. I'm probably going to go for something fighting-game like, like Ryujin or something. I want the type of name that people look at and they ask "What game is that from?" My only problem is the last time I tried to make up a Japanese-type name, it was Kenkyaku. It took me three years before even I knew how that was supposed to be pronounced!
Posted on Wednesday, April 23, 2003 at 04:46 p.m.
Last game played: Final Fantasy VI (SNES) - 0%
Current project: Quantum Physics level for THPS4 - 40%
Wow, it's been a while since I've posted here. Again, I've been busy with THPS4 stuff. The Create-A-Park mode has completely changed my online plans. 100.1 The Pit is dead. The Alpha-Q clan theme will be released as is. I still might do a Dance Dance Revolution theme, but that would be a while off. For now, I'm doing a lot of CAPs. Waterworks is done. 3rdNArmySection might be renamed SUX_Clan_Tryout to mock the way all those poser robot line clans do their tryouts, then it'll be released. HS_Burnside only needs the starts and gaps, and a few structural fixes. Quantum Physics is my next real park, which I'm still building. After that, I'll probably do HS_Warehouse and Skate_Hell. All those levels are self-explanatory, but that means it'll be a while before I spend any real time on any of my other games.
Posted on Sunday, April 6, 2003 at 11:30 p.m.
Last game played: Advance Wars - 10%
Current project: Waterworks level for Tony Hawk's Pro Skater 4 (PS2) - 90%
Okay, a mid-week update. I've officially posted the first cheats for Everquest Online Adventures on the Playstation 2! Gamewinners.com has them here. Look around - these are only EQOA cheats out right now! I know, they're pretty simple. Press P to go to first person mode. Run along mountains to lose NPCs. They're not big, but they're the the first.
Posted on Tuesday, April 1, 2003 at 11:14 p.m.
Last game played: Everquest Online Adventures - Level 12 Barbarian Rogue
Current project: Waterworks level for Tony Hawk's Pro Skater 4 (PS2) - 90%
Well, I actually don't have a whole lot to report here. The whole past two weeks I've been playing the two most addictive games I've seen for a while: Everquest Online Adventures and Tony Hawk's Pro Skater 4. These are the first really good concepts for online games I've played on a game console. Both of those games play really well since you can easily round up large amounts of other players and show off in front of them. Actually, in both of those games I have a tendency to get owned again and again, so this may be a bad idea. Of course, multiplayer internet gaming has been around for years, but I think the complexity of a PC limits how good the best games on it can be. Even in direct ports of console games to PC, somehow I haven't seen a game play as well on PC as it does anywhere else. This is even true for emulators in which a game can actually perform better than they do on the systems they were made for. Also, I always think arcade versions are better than any other version. How is that? One theory I have is atmosphere. The venue in which you play a game can be just as important as the graphics ans sound ingame. In a PC game, you're always sitting in a chair with a keyboard and mouse, or maybe a crappy gamepad (they all suck) about a foot and a half from the screen. On a console it's a little different because you're sitting on the floor or maybe a nearby couch with a controller or arcade stick a good 5 feet from the screen. Then again, in arcade games the developers can come up with any configuration or they feel like. Because of this, arcades have perfect versions of their games. Console games have to be planned around whatever console they're going to run on, and PC games have to run on ANY configuration of the user's choosing as long as it meets certain system requirements. ...Well that was a pretty good tangent, wasn't it? Maybe a good point here is that the PC is the worst place to play any type of video game. PC games will generally be inferior to console games, and arcades rule all. Yeah, there we go. That's devblog rambling.
Posted on Monday, March 17, 2003 at 11:38 p.m.
Last game played: Marvel Super Heroes (MAME32K) - N/A
Current project: Alpha-Q Clan Theme - 97%
If I needed any more reasons to put off releasing the 100.1 The Pit and Alpha-Q themes, now I've got Tony Hawk's Pro Skater 4 and Everquest: Online Adventures for Playstation 2. I have a new computer, and I set up a network between it, my other computer, and the PS2. I've got a whole lot to mess around with in the next couple weeks. My last day of school this quarter is tomorrow, then I'll be off for the rest of the month, so I might be able to get the themes out anyway. Anyway, while you wait for those themes, I suggest you watch and re-watch Team Meikyousisui's MvC2 combo videos Vol.7 and Vol.8. They're insane!
Posted on Tuesday, March 11, 2003 at 01:00 a.m.
Last game played: Twisted Metal: Black Online (PS2) - N/A
Current project: Alpha-Q Clan Theme - 95%
In the past week, I've tried out for Alpha-Q, lost, formed my own clan (the Foot Clan), got the theme nearly finished, disbanded the clan before anybody else joined, and changed the theme from Foot Clan to Alpha-Q. I'll probably finish the Alpha-Q theme and try out for the clan again tomorrow. In other news, this time next week I'll have a new computer. I just placed the order for it today, and it's about the same as the computer I'm on now. With an extra computer in the house I won't have to wait for my parents to finish playing Pogo Euchre before getting online so you can beat me at TetriNET 2 and Marvel Vs. Capcom.
Posted on Monday, March 3, 2003 at 09:39 p.m.
Last game played: Marvel Super Heroes Vs. Street Fighter (MAME32K 4 Players) - N/A
Current project: 100.1 The Pit - 21%
After a week-long rental of Tony Hawk's Pro Skater 4, I managed to get 57% with my custom skater. Wow, that's a hard game to beat. 160 goals, one of which involves getting 1,500,000 points in two minutes on the most combo-unfriendly course in the game. This means doing three 900's and a 15-second grind in a single 30x combo. Ouch. Still, I've seen people online get 31 million points in a single run. As hard as the single player game is, nothing compares to the online multiplayer modes. The once mythical million point run is now considered mediocre in this crowd. Anyway, I turned Tony Hawk 4 back in today and I'm ready to suck at TetriNET2 and Kaillera again. In theme news, I want to get back to work on 100.1 The Pit sometime soon too. After that, I might join the clan Qu@$!modo is forming (tentatively called Alpha-Q, or "A'll fcuk you") and make a performance theme for it. It's about time TetriNET2 got another clan organized!
Posted on Monday, February 24, 2003 at 11:38 p.m.
Last game played: Tony Hawk's Pro Skater 4 (PS2) - 11%
Current project: 100.1 The Pit - 21%
Wow, I'm starting to slack off here. Too much writing in my classes. As soon as my mid-quarter essays were finally finished, I had to start work on my end-of-quarter essays! Hooray! Well, at least I know these are the last assignments in each of these classes, so once I get these done, all I have to do is pass the exams and the classes are over with. Then, maybe I'll advance 100.1 The Pit beyond the 21% mark. Actually, any free time I can get together in the next week will go towards my rental of Tony Hawk's Pro Skater 4. I want to try to get a few skateparks made and uploaded before I turn it back in. I know I want to convert Brick and Steel, my THPS2 park. It's got secret areas and 3-gap combos and halfpipes everywhere and huge rails and aah it looks like everyone else's parks but they're actually playable. Anyway, I won't be doing much else online for a week, so I'll be back in TetriNET2 and Kaillera sometime after that. If anyone cares. Now for the first link posted in this devblog: Anti-Ads! I didn't want to take up room on my own page putting an anti-ad on though.
Posted on Thursday, February 13, 2003 at 05:30 p.m.
Last game played: The Legend Of Zelda: A Link To The Past (GBA) - 30%
Current project: 100.1 The Pit - 21%
The past week's been pretty busy for me. I've stayed up until 5am three times doing mid-quarter essays for two classes totalling 3000 words. Anyway, I'm about tired of writing by now, so I'll keep this entry short. I really haven't had time for much else. I didn't even touch the theme the whole time, but maybe now that this is done I can spend a little time on it. I'm thinking using naming one game and one project in my posts isn't enough, since I've actually bought, played through, and 100%-ed Tony Hawk's Pro Skater 2 since my first post, and it was never mentioned here. My papers were'nt counted as projects either. Oh well, I'll figure it out when I have a little more time.
Posted on Wednesday, February 5, 2003 at 11:58 p.m.
Last game played: The Legend Of Zelda: A Link To The Past - 20%
Current project: 100.1 The Pit - 21%
Okay, time to check in. I see I made my one post per week quota by about half an hour. What kind of blog is that? I've seen people post in their blogs a few times each day. Anyway, no real progress on 100.1 The Pit. I came up with some ideas for the theme's sounds, like nbstart will be a station identification that every station does every 10 minutes, complete with sound bites. That'll be original enough. I probably won't do anything exciting with the graphical side of things, except I might make my background image animated, which would be a first for TetriNET themes. Oh well. I've been kind of busy lately. I have a couple of mid-quarter essays coming up, one of them a 6 to 8 page non-opinionated paper on the issue of software piracy. Having used pirated software myself, but also looking to go into the computer industry, I could easily talk for 6-8 pages on the combined arguments. I mean, I don't want to write something that will keep me from getting a job later, but I need to be truthful. The moral thing to do would be to write a paper on how piracy is bad and the U.S. economy loses .6 billion per year because of it and if companies don't get paid for it then they won't be able to do as much research on the next version and everybody suffers. Whoop-de-doo! Maybe if Midway loses enough money from pirated NFL Blitz 20-03 discs, maybe they won't be able to make any changes to 20-04 at all! If they don't can the series altogether, maybe they can sell the franchise to Acclaim and let them kill it like they did NBA Jam. Maybe it comes to a point where software isn't worth what publishers are asking for it. Other times it's because businesses doesn't have the guts to make the products we want, like massive collections of NES games for new consoles or utilities for free trade of music. It's like legally-operating companies are mad they can't compete with warez websites, and sore losers they are, turn to lawsuits to eliminate their competition. Anybody ever think of offering superior service to warez sites? Make us an offer we can't refuse. Come on, industry analysts, figure it out!
Posted on Thursday, January 30, 2003 at 12:37 a.m.
Last game played: The Legend Of Zelda: A Link To The Past (GBA) - 5%
Current project: 100.1 The Pit - 20%
Here I start at the bottom of what is sure to be the most active feature of my new web page. For the past couple years I've had a couple other homes on the Internet, but most of them fell victim to a complete lack of updates after they started. Therefore, this devblog should almost guarantee that my web site gets updated regularly. To start, I'll try to update this devblog at least once a week. This isn't a promise, though. I'm a busy guy, with work and school and all. Anyway, I'll do my best to give this devblog at least a good start, and maybe my other projects will advance with it. By the way, this isn't a real blog either. I've left places above each post for the video game I've played last and the project I'm working on at the moment, and the completion percentage of each. Maybe that, if anything, will help this blog stand out from the rest. The first project in this devblog is the TetriNET2 theme 100.1 The Pit, based on a ficticious hard rock/metal format station. It will feature four MP3 music tracks, which I'm listening to as I write this first entry. Otherwise the theme will be similar in design to Unlimited. Designing the main bitmap (the fields and blocks) is the hardest part, and usually this is where I give up. However, I begin this devblog with the hope that it will motivate me to complete this theme and start a new feature of this web site in the process. Let's see how long I can keep up this crazy idea...