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Topics - MissingNoGuy55

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1
As some of you may know, Bulbapedia in its MissingNo article has in the trivia section a sprite of MissingNo in Red and Green, but as far as I'm concerned MissingNo always opcodes every time its encountered or sent out. If this sprite is to be believed, how was it obtained? Via a debugger on an opcode crash? I am legitimately confused here.
2
Title is self-explanatory, a lot or all of the ones listed seem to be obsolete and serve no purpose on profiles anymore.
3
Forum Discussion / Regarding the YouTube bbcode
« on: April 02, 2015, 02:05:33 pm »
Okay, we all know it's been broken for years now. I'm honestly not sure into the inner workings, but was it an SMF plugin coded by someone here or is it no longer maintained and nobody has access to its code?

It was one of the most useful things here in my opinion, but I'm just curious as to what happened.
4
General Discussion / OKAY GUYS NEW CAPITALISATION
« on: January 28, 2015, 01:39:43 pm »
It's now called "MiSsInGnO" because we need to get the capitalism out of caps.

MAKE SURE YOU DO THIS.
5
Art / MissingNoGuy55's level-design shizzle
« on: October 30, 2014, 04:35:22 pm »
One of the things that probably keeps me away from here is level design, since I'm trying to build a career off it. I mostly design for games that are Quake-based in the engine field. Anything that can tolerate BSP geometry I can work with. I cannot 3D model which is something I'm trying to circumvent. One of these engine is Source.

Out of the 800+ level files I have, only about 10% have actually been completed, or got somewhere.

Some examples of incomplete but designs that got far. Note most of these structures are created by hand, but the editor does not have lighting previews:







This one didn't get very far but looks pretty nice. It was supposed to be Pripyat:







A joke map I was told to keep working on. I really don't know where to go with it:






Something for a mod I was making. I don't have an editor pic but here's one in-game:

6
Video Games Discussion / SHOCK TROOPERS
« on: October 16, 2013, 03:34:18 am »
No enemy has given me more crap than Shock Troopers from Half-Life: Opposing Force. The fucking second they see you, they shoot these lasers which do a ton of damage per hit in quick succession.


Then there's this:





You saw it folks, he didn't die from a rocket to the face.


What's worse is that these guys have a certain type of grenade that when it explodes near you it kills you by dismemberment


tl;dr Don't fight these guys without support because they're haaaaaard.


Have you guys fought these jerks?
7
Pokémon Discussion / Most difficult Pokémon game?
« on: October 05, 2013, 05:56:48 pm »
In my opinion it's Colosseum, but I'm curious on what you guys think.


For clarification, I mean in terms of beating the game (like the E4).
8
Video Game Glitches Discussion / Half-Life 2: Accelerated Back Hopping
« on: September 22, 2013, 03:30:41 pm »
This is actually a glitch I managed to do that someone else found out. It involves tricking the game into thinking you're moving forward, and when the game tries to apply force back to slow you down, it instead pushes you the direction you intend to go and the more you do it, the more force is applied. If done properly, it can make the player reach ballistic speeds and finish chapters much faster than normal. It completely replaces Bunnyhopping which was an old Quake method of movement that was recently patched.


A video of me successfully attempting this (but not actually going at "ballistic" speeds) can be found here: http://www.youtube.com/watch?v=_EBeoNWcmJs


And how to pull it off can be found here: http://wiki.sourceruns.org/wiki/Accelerated_Back_Hopping




Example of a speedrun using it: http://youtu.be/NV-AWxqYAgc?t=41m46s
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Pokémon Discussion / Goldenrod City to Team Fortress 2
« on: June 10, 2013, 11:13:59 am »

Me and Photon-Phoenix have been working on remaking a map of Goldenrod City someone made for Team Fortress 2 from scratch.


Images attached below cause of their size.


This map is not associated with any game mode, instead being a trade map. This means it will be populated by MANY players, so we're trying to use as much space as we can (playable space, of course). The original map lacked Route 35, National Park, and Ilex Forest, which we're adding at the moment.


I will update this thread as more updates roll through.
10
If you look here it says that Serebii got a notice from Nintendo telling them to take all the images of Black and White off the site as they think it "violates intellectual property."

Now this is really strange as this never happened with Diamond and Pearl, but for Nintendo to tell Serebii this, is just something totally out of line.
11
The Dumpster Out Back / Re: AGGRON
« on: June 02, 2010, 08:54:16 pm »
AGGRON IS MY FAVORITE FOR THIS REASON.

IT'S SO AWESOME IT COULD FUCKING SHIFT NORTH AMERICA UPSIDE-DOWN.
12
Interesting, actually.

Ownagemuch seems to question machine translators, but they can be right if you know how to use them correctly. I've translated Wikipedia articles from Japanese and the results were really fluent.

I also use translators because I don't have the goddamn money and time to learn a language that will take three years that I could be spending listening to music and hanging out with you awesome people.
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The Dumpster Out Back / Re: My Blue has problems...
« on: May 15, 2010, 05:51:53 pm »
You talking about a Blue cartridge, bud? I'm buying my cousin's Gold from him, so I can exploit glitches there :D IN any case, I'm good. I always have a Pokemon Blue ROM I can use at my Granddad's house.
I think he was trying to say that it was a cartridge bought from Ebay or Amazon.

I don't blame you, I don't understand what he said, either.

Sometimes I really hate forums for this exact reason...
14
What do you think would be the changes to Johto in a prequel, Sinnoh in a prequel, and Hoenn in a sequel? I've always wondered this, because we've seen Kanto in Generation II/IV.

Hoenn a sequel because R/S/E is hinted to take place at the same time as R/G/B/Y.
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The Dumpster Out Back / Re: Foreign language R/B glitches (project)
« on: April 25, 2010, 04:32:21 pm »
And of course, some glitch Pokémon in translated games are just the ones we know and love, with a name change. (for example, Italian LM4)

This is because it's not really a big language shift from English in terms of characters. The Japanese glitches in Green were horribly dangerous, and a lot of them deleted my saves. This was because the characters had different functions, the ability to add dakuten and handakuten to Japanese characters, plus more messy, larger sprites of the Pokémon adds to it merging with glitch data.

Also, I remember there was a Japanese user on YouTube who posted a lot of glitches in Green. I remember in one video, switching around items in a certain way will enable the Super Glitch. Unfortunately, I can't find the video, and I don't know the user, either.
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