Thursday, August 21, 2014

...well, that really sucks...

It seems like, after all the work I've put into it, the FnrrfYgmSchnish wiki is dead--the site that was hosting it (wikkii.com) seems to be down, possibly for good, and it's taken all of its hosted wikis down with it.  This means that I've lost every last bit of information that was contained on the site, with only a few exceptions--the "Fnrrf Ygm Schnish timeline" page (which I saved a copy of on my computer a while back before the site went down) and my old Supernum stories from the elementary school days (which I had saved on my computer all along rather than only putting them on the wiki.)

That means that, aside from the stuff mentioned in the timeline, my memory is the only remaining record of a buttload of information that I'd put on there.  I'm guessing that I'll have to start writing down every last thing that I can remember about my characters into a file (or multiple files) on my computer and using that.  I probably should've done that first rather than putting it all on the wiki, honestly... maybe I'll make this stuff available in some way eventually (...maybe a Nummorro book or something? I know several people I've talked to in real life have suggested that people would buy such a thing), but for now the focus is getting it all down before years pass and I start to forget minor details, like what's happened with a lot of the stuff I was working on in elementary/middle/high school already.

Sunday, August 10, 2014

Would-be TKL remaker?? Well, that's odd.

Just found an odd comment posted to my talk page on the OHRRPGCE's wiki the other day.  Someone apparently wants me to "give them a download" of The Kirby Lands (the old, terrible game I made back when I was in early high school) so that they can remake it.

First of all... what!? Really? Someone wants to remake The Kirby Lands, of all things?? Why? What is there in that craptastic old game that someone would see and say "yeah, I want to make my own version of this thing?" I'm confused.

Second of all... the game is freely available for download on two different sites.  Was this person not able to find it, or what?  Or did they mean a download of the game file without the password so they could edit it? Either way... odd.

I'm somewhat suspicious of this, for various reason.  I'm also extremely hesitant about the thought of letting someone remake one of my games, especially one so heavily saturated in Nummorrian critters at TKL (even if it does only have the old versions of them I was drawing in high school.)  The fact that the person's username has "Kirby" in it and their initial posting was just titled "Kirby" rather than "The Kirby Lands" or anything similar makes me suspect that they have mistaken TKL for a fangame of Nintendo's Kirby series, despite the fact that the only similarity whatsoever is that there are round things  that look like Kirby in it (...yeah, they are called "Kirbys" in the game, but that's only because I never went back and fixed up the game after deciding on the name change to "K'hyurbhi" around 2003.  There is no in-universe connection with Nintendo's Kirby... though one enemy, Kracko, does make a cameo appearance as a random encounter in one area.)
I'm worried that if I do let them do their own remake, suddenly everyone who's not a Numnum or Blurby will find themselves dyed pink for no good reason.  "Pink Killer K'hyurbhi" is a thing that should not be (so much so that in the Mushroom Doom card game I made back in 5th-6th grade, when I randomly made the other "Kirbys" this weird dark pink color, Killer Kirby alone kept his original white color scheme.)  I've already run into problems with people hurring and durring the by-now-horribly-overdone "looks like Kirby" complaint at one of my more recent games... someone else making a game where the characters actually look just like Kirby would probably just make that worse.  Even worse would be the possibility of them schnorking the game around to include actual Kirby series characters, or somehow trying to fuse the two settings together into some impossible abomination.  Part 2 is terrible as-is, but it'd be even worse if they tried to shoehorn Dark Matter in there in place of the generic demon final boss.

Basically... the idea of someone else using my characters just seems like a terrible idea, so it's extremely unlikely that I'd agree to it if that's what they have in mind.  Supernum, Robert, Natasha, most of the bosses, and so on will have to be removed from the game or changed to someone else.  Anything Nummorrian or First Nherbi in origin (Numnums, Blurbys, Beefoes, Yuckow Foods...) would have to be removed from the game or changed to something else.  Even a lot of the items would need to change, since I can't have someone else making a game with Yums, Numkiller swords, shickers, and Chiba Balls!

I suppose if they just want to borrow the general "outline" of the game (three kids sent away from their families in hopes that they'll be able to beat the evil overlord type guy later, start in the northwest and travel through a cave and sewer, fight some weird guy in his house in the mountains, pass through the overthrown kingdom but before saving it go to a school and recruit some extra characters, then go save that kingdom before chasing the boss to his home in the northeastern desert... and then to another world for the should-be-final battle), I could probably go along with that... but if you need to come up with your own characters and your own enemies and everything to fill in the empty shell of someone else's game where all the parts you can't use were removed, why not just... make your own original game?

This is so weird.

Sunday, March 30, 2014

Burijeoo and their names



The Burijeoo are an unusual species of humanoid creatures with gooey bodies, long hair, and razor-sharp claws. They are generally fairly tall in comparison to humans, though their height (like many things about their appearance) varies depending on their age and which stage they have reached.
The Burijeoo homeworld is Brijetoo, a world covered mainly by shallow oceans and small landmasses dotted with caves. Much of the planet was badly damaged in a war that took place 90,000 years ago, and to this day most surface water is unsafe to drink, forcing the Burijeoo to rely on underground springs and complex filtering devices just to survive. It is the condition of their planet that forces the Burijeoo to constantly search the nherbis for a new place to live, pushing certain extreme factions to attempt invasions of other worlds.
-- Burijeoo page, Fnrrf Ygm Schnish wiki

EDIT: Note that since the site hosting the FYS wiki has died, those wiki links above will no longer work.  I have replaced the links to pictures hosted on the wiki so this page is still mostly intact, though!

Yep... for some reason while I was randomly walking around in town today, I got an idea to write a blog post about the Burijeoo.  Specifically, their names, how I came up with them, and recurring word-fragments that show up in them.  I'm not sure why this particular topic popped into my head, but it did, so I figured "why not?" and went ahead and typed this up.

Anyway... for those of you who might not know, here's a bit of history on the Burijeoo so you won't be completely confused by this.  You could just read the wiki page I linked above, I guess, but I'll probably go into a lot more detail on some things here.  The Burijeoo are an alien species that I made up all the way back in 5th grade.  They weren't called "Burijeoo" at the time, of course; originally I called them "Bridgetoids" and they were basically made up as a spoof of one of my classmates at the time.  Shouldn't be hard to guess what her name was, considering the name I gave the alien species that she had unwillingly inspired.  The original Bridgetoids were kind of dumb, honestly--they basically just looked like a bunch of little clones of the person they were based on, with their only real defining features being "long, red hair" and "sharp claws."  It's probably not that surprising that I only had one actual Bridgetoid character who had a name back then (the queen of the entire species, who was based on... well, that should be pretty obvious by now.)

Sometime after that point, I decided to actually expand on them a bit and ended up with the idea that their "looks like a human girl but with claws" form was actually a disguise, and that their true forms were different.  I had already drawn the slug-with-a-girl-head infant Bridgetoids (and already named them "Snuzzoos") by this point, so when I started coming up with the other Bridgetoid stages the earlier ones ended up kind of similar--their heads still looked about the same (except that their eyes were now glowing yellow and they had no other visible features most of the time--even their mouths were only sometimes drawn), but they now had green, gooey bodies which could melt into goo so they could fit into small spaces or slip under doors, with even longer claws than before.  For some reason, I randomly based their Stage 3, Stage 4, and Stage 5 forms on toys that I had around the time--Stage 3 ended up being some kind of crab monster, Stage 4 was a baby Godzilla, and Stage 5 was one of the dinosaur-things from the arcade game Primal Rage.  Stage 6, however, was an original design--the picture above has a Stage 6 Burijeoo in the back, the one with the really dark red hair and layer of nearly black, super-strong exoskeleton over her entire body.  The design for Stage 6 hasn't really changed much since then, aside from being drawn a lot better now than it was back in... 1996 or 1997 or whenever it was that I first drew that form.  Of course, I have gone back and redesigned Stages 3, 4, and 5 to better fit as "in-between" points between the gooey, mostly-harmless Stage 2 and scary, armored Stage 6 rather than randomly changing into entirely different creatures three times in a row.  If I'm remembering right, those redesigns happened sometime around the year 2000 or maybe 2001; whenever it was, I do know that by the time I was working on some of my old OHRRPGCE games I had already switched over to something that was much closer to the current designs.  Speaking of that, here's the current designs in order, from Snuzzoo all the way up to Stage 6:



Now on to what I wanted to write about in the first place: Burijeoo names, how I came up with them, some very "how names tend to work"-ish patterns I've noticed in them even though at first I pretty much was just making up whatever rather than thinking about making them work as part of a whole language, and even how you can "Burijeoo-ify" your own name! Well, okay, no guarantees on that last one (I haven't come up with official "Burijeoo versions" of every name, after all... and if you're male, it may be harder since there hasn't been much need for male Burijeoo names for most of the past 90,000 years or so.)

Okay then.  Burijeoo names! First of all, "Burijeoo" isn't really the Burijeoo word for themselves, or at least it wasn't what they called themselves originally; that's actually a Khurbyish term, literally meaning "red-haired ones" (buri = red, je = hair, oo = general term for people or living things of any sort), which was what Khurbyish-speakers called them after first encountering the species.  Though hair colors other than red are possible for Burijeoo (blonde being pretty common, brown being somewhat rare, and more unusual colors showing up occasionally), presumably the first Khurbyish-speakers who bumped into them saw a lot of red hair and decided that was one of their most notable features.  The Burijeoo originally called themselves "Brijuo" (also the name of their ancient language), though they have adopted "Burijeoo" and the Khurbyish language it came from since then.

As mentioned above, originally I only had one actual named Burijeoo character.  And she was just named... well, Bridget.  She did have a brief a name-change in 2004 (becoming "Burije" instead), until I decided just a few years later that having a species called "Burijeoo" with a queen named "Burije" was only slightly less cheesy than having a species named "Bridgetoids" with a queen named "Bridget"... since then, the character has been Bridget (though technically, as a name of Brijuo origin, it should be "Brijet"... she spells it the human way to better blend in here on Earth) and her species has been the Burijeoo.

In the early 2000s, I started to come up with more Burijeoo characters.  At first, I for some reason decided to just give them all human names; this was before the "Bridget to Burije" change I mentioned a couple sentences ago, of course. The second Burijeoo character added to my stories/games/etc. was based on my younger sister and just called "Julia." (I still have a character based on my sister, but she is no longer a Burijeoo as of my most recent games/stories/etc.)  At some point I finally realized it was kind of silly for my species of scary, clawed alien invaders to randomly have normal human girl's names, though (at least if those were their real names, anyway, and not just aliases they were going by in order to blend in with the human population!), and I started to change things around a bit.

The method for making new Burijeoo names, at least in cases of Burijeoo based on real people, was basically "take a real name, distort it around a little bit, and make it end in AI."  I'm not sure why "ai" ended up being the favorite name-ending syllable for the Burijeoo, but that "rule" has pretty much stuck--there are a lot of Burijeoo names that end with some variation, including plain "-ai" names as well as "-jai," "-zai," and even "-juai."  That last one was probably the first one I actually thought of, as the earliest "real Burijeoo names" that I remember having made up were Lojuai and Mejuai.  Basically, this was how the development of those names went:
  1. Take a real name.  In this case, the name of a person that I was basing a Burijeoo character on.
  2. Drop off part of it.  Starting with "Meghan" and trimming off the second syllable, this leaves you with just plain "Me."
  3. Add some weird-sounding mix of letters.  And this is where "Me" becomes "Mejuai."  The "Me" here is pronounced as "may," by the way, not "meh" and definitely not like the English word "me."
Of course, this method wasn't only used for names I actually made characters for.  At some point I ended up making a "translate your name to Khurbyish" page on my old website, and among the more standard Khurbyish names were some Burijeoo-style names.  Here's the Burijeoo names that were included among that list and also what human name they were derived from (so if your name happens to be on this list, figuring out your Burijeoo name becomes a whole lot easier, heh.)

  • Amnai (Amanda)
  • Amai (Amy)
  • Asuljai (Ashley and all variations in spelling)
  • Kilai (Christina, Christine, and variations)
  • Syai (Sierra, Cierra, etc.)
  • Cuuyiai (Courtney)
  • Neljuai (Danielle)
  • Jizuzai (Jessica)
  • Kreiai (Kayla)
  • Laruai (Laura)
  • Lojuai (Lauren)
  • Maruai (Mary, Maria, etc.)
  • Mejuai (Meghan, Megan, etc.)
  • Meljuai (Melanie)
  • Marujai (Michelle)
  • Pojuai (Paula, Pauline)
  • Erruai (Rebecca)
  • Sazuai (Susan, Sue, etc.)
Yep, all of those were "ends in -ai" Burijeoo names that I had made up all the way back in the early/mid-2000s.  There's definitely some recurring patterns there: all of them end in "-ai," but beyond that there's also several "-jai" and "-juai" names, a couple of "-uai" without the J, and also a "-zai" (which you'll see again in a second.)  Going by these patterns, you could probably "Burijeoo-ize" most female names by taking a few letters out (or shifting the spelling/pronunciation a bit) and changing the ending to some variation of "-ai" instead of whatever it was before.  As a random example, you could probably turn a name like "Pamela" into something like "Pamai" or "Pamlai" or something like that.  Or "Katie" could turn into something like "Ketai" or "Katuai."  Of course, not all names that I "Burijeoo-ized" in the past were that straightforward ("Erruai" sure doesn't look much like "Rebecca," and I'm honestly not sure why they were even listed as matching names in the first place), but in the case of names that change that much you're basically just making up a new name anyway so I guess it doesn't matter too much either way.

I think I was just going through my yearbook or something and coming up with Burijeoo versions of a bunch of random people's names, because I'm fairly sure I never knew anyone with some of the names listed above back then.  But anyway, out of that bunch, only the names Asuljai, Kilai, Lojuai, and Mejuai were ever actually used for a character (three of which were at least loosely based on a real person who had the matching human name, one of which was just made up from nowhere and only had a name from this list by coincidence.)  Out of that bunch, only two of them still exist as Burijeoo (Lojuai and Mejuai have been re-written as plain ol' humans since then, and as such no longer have Burijeoo names), and of those two only Asuljai has been drawn by me anytime even remotely recently.  Here's a picture of her, drawn maybe around late 2010 or early 2011, that shows her in both her true Burijeoo form (Stage 4, in her case) and her human disguise:.


So... yeah, there's a lot of examples of "-ai" names, and they've been around for a pretty long time.  Since then, though, I've only made up a couple more "-ai" names--in 2004 there was Lomejai (who was actually a fused form of Lojuai and Mejuai, hence the combined name), and sometime years later than that I ended up giving the name "Iilyezai" to a character I made up many years before that who was originally nameless.

Not all Burijeoo names end in "-ai," though.  That was mostly a thing I did with those Burijeoo names that were derived from real-life human names; Burijeoo whose names were unrelated to any real person's name were a bit different (though, as mentioned with Iilyezai above, sometimes even those ended up being "-ai" names.)  A couple of examples from the earliest batch of Burijeoo names I can remember were Uyu and Tirenal (which, funnily enough, I seem to have originally intended to be pronounced exactly like "Tylenol" except with an R instead of the first L.  Not sure why.)  More recently, there've also been some other names that don't fit into the "-ai" pattern, like Gyaralia, Gura, Meija, Nazala, and Uraaiynu.  These names sort of seem to form another pattern--that if a Burijeoo name doesn't end in "-ai," there's a good chance it will end in "-a" instead.  Uraaiynu is an exception... but then again, her name is considered strange even by Burijeoo standards--she's actually only half-Burijeoo, and her mother named her using the English alphabet rather than the traditional Brijuo alphabet (which Burijeoo use in order to write the Khurbyish language; Brijuo as its own language is basically dead at this point.)  Which would explain the odd spelling--it's what you get when you ask an alien who's used to one alphabet to come up with a name in a different alphabet, while still sort of making an attempt to have it sound like an alien name.  Oh, and here's a picture of her (drawn way back in 2008, so unfortunately it's not the greatest, but I don't have a new one):




I've even come up with one male Burijeoo name--Momuju, the name that belongs to the only male (half-)Burijeoo known to still exist.  Here's a picture of him:
 


He's the only one left mostly because male Burijeoo have not really existed for a long time--the same war that ruined their planet 90,000 years ago also resulted in the vast majority of the male population dying off.  There are no male "pureblood" Burijeoo left now.  The only reason male half-Burijeoo are possible is the involvement of a father from another species, and also magic (literally, Burijeoo use magic to disguise themselves as other species... and crossbreeding wouldn't work if they were in their true forms at the time.)

But yeah... since Momuju is the only male of his kind to have ever made an appearance, I suppose it might be safe to go ahead and assume that "-ju" is the male equivalent of "-jai," and that other male Burijeoo names would probably end in something like "-u" or "-ju" pretty often.  And though I didn't include it among the many "-ai" names that I listed on here, the name Momuju actually did originate from the list mentioned above--appropriately enough, as the equivalent of a name I've seen used by both guys and girls (Morgan.)  Assuming that the gender-neutralness of the name carries over to the Burijeoo version even though it ends in "-ju" instead of "-jai," his parents would've been pretty smart to give him that name, since it would be the kind of name that could be mentioned to other Burijeoo without necessarily giving away the fact that he isn't female (well, at least until they see him in person or hear his voice, anyway.  Then it would be kind of obvious.)

So I guess now the guys should be able to "Burijeoo-ize" their names too if they want.  So I guess "Robert" could turn into "Robaju" or "Rabeju" or something like that, and a name like "Timothy" could become "Timoju" or "Timaju" or maybe something like "Timeu" (tih-may-oo) if you go with "-u" being a possible name-ending for the guys (instead of just "-ju"), kind of like "-ai" is for the girls.  These newly-made guys' names do sound a bit awkward to me compared to the girls' names, though, and it seems like "add -u or -ju onto a name-fragment" might not work so well with shorter names... so maybe the method of converting them needs a bit of work.  Fortunately, I doubt I'll ever need to come up with many male Burijeoo names (unless I ever end up doing something in the "90,000+ years ago" time period when a population of them still existed, anyway), so I don't have to worry too much about that. XD

Sunday, September 22, 2013

Somebody ripped graphics from one of my terrible old games. Wow. That's just... freaky.

Strange but true--apparently, back in the day somebody actually ripped graphics from my awful old game The Kirby Lands.  Specifically, the maptiles for the Dark World (and the gray-tile airport from the regular map), including those weird red tubes used as bridges between continents.

Check this stuff out.

Apparently Dan De La Rosa/The DexMaster used ripped graphics from The Kirby Lands (and also Wandering Hamster... but a million random kids back in the day ripped some hamster graphics for their games, so that's a bit less surprising) for at least part of one of his games, "The Ultimate RPG."  If you've played TKL and didn't block out the memories, that second screenshot with the ship flying over a brown landscape with a gray square "AIR PORT" tile, islands with random dark pits, and the easily-recognizable TKL Dark World red tube bridge should look really familiar.  I don't think those mountains are ripped from TKL, though; those are probably Dande originals.

I actually remember this guy, though I can't quite recall if I knew him in 2001 (when he made this game) or if it wasn't until later.  He was apparently a student at something called the "Bronx High School of Science" and his "Xth Year" games were supposed to correspond with his years at the school somehow (...what kind of high school goes for SIX years, though?)  I know I remember "Lavos Gates" and "Dr. Genno" being mentioned by him at some point, though--Dr. Genno was apparently intended to be a conglomeration of Dr. Gero from Dragonball Z, Dr. Wily from Mega Man, and (bizarrely) Geno from Super Mario RPG.  Kind of a "one of these things is not like the others" situation there.

I guess I must have already known him before this game was made, though, since he would've had to have found TKL on my own website (since Castle Paradox didn't exist yet and I don't remember there being any other centralized OHR download place back then) to get the graphics from the game in the first place.  I don't think I ever actually played his games, though I do remember he seemed to like The Kirby Lands and at one point came up with an idea to make Supernum appear as an unbeatable extra boss hidden under a bridge or something along those lines.  No idea if there actually is a hidden, unwinnable Supernum boss battle in any of the games mentioned on that page, so I'm not sure if he ever did it.  I guess that would explain why his games were so bad, if he was looking up to The Kirby Lands as an example of a "good" OHRRPGCE game.  Still, bizarre to find out that someone has actually ripped graphics from one of my games, and not even one of the good ones.

I almost kind of want to play through "The Ultimate RPG" now just to see how much really is taken from TKL.  Is it just the Dark World graphics, or did he snag anything else?  Is this the game that he put the hidden Supernum battle into, or did that one not ever get into a game?

And where the heck is that mysterious "4th Year" game mentioned in the "1st Year" one but never reviewed along with the rest?

Saturday, September 21, 2013

Okédoké progress-o-meter (last edited May 11, 2014)

Just like that post I had for TKL before its release, this is going to be the post where I come back and post updates on how I'm progressing toward the (hopefully) final version of Okédoké! La Leyenda Mexicana.  But first, some screenshots of what I've been up to lately! (...which will also be updated occasionally as I get more work on the game done.)

"Hint Guys" added to Chapters 2 and 4.

As I've mentioned at some points in the past, I planned to add "hint guys" similar to those found in Earthbound into the game at some point.  That point is now.  The "Wizdum Man," who was borrowed from my old Earthbound ROM hack, can now be found to the west of Wrongside as well as on a street corner in New Hamster, giving you a bit of his almost-always-useful wizdum for the low price of just a few dozen pesos.

 Chapter 1 is now fully "branching."

Chapter 1 of Okédoké has always had the branching path where you choose either desert or mountains, getting either Señor Rialgo or Señor Death first.  Well, now it's possible to get to the border wall on either of these paths rather than needing to go down both of them at least a little.  As a result, there are now a whopping four different ways for Señor Rialgo to join your party--the two that already existed, plus two situations where he appears for the first time at the US/Mexico border.

Chapter 6: It's not just Beaverfoot anymore.

As should be obvious, the biggest addition to the next release of Okédoké would be its final chapter!  This is what I'm mostly working on at the moment.  Right here is a screenshot from the lower basement level, immediately after El Garbanzo and company fall down some trap doors on the first floor and end up down there.  Everyone uses Señor Rialgo as a pillow to cushion their falls (of course, they wouldn't have been hurt by that fall anyway, but hey.)

Anyway... here's what's left before I can truly call Okédoké a finished game and release the final public version for download.  There will probably be a testing/preview version sent to someone for final "somebody else's eyes" bug-testing and last-minute adjustments before the public release, too.

Changes in bold are things that I've already finished, while those in normal text are "in progress" and those in italics are things I haven't actually started on yet.

June 7th, 2015 update: Okédoké was finished and released to the public in September 2014 -- I just took a while updating this post to say so. XD

Overall Game Changes

  • Rebalancing done to various attacks (mostly for Señor Death's spells, some for Schnee's spells; also, El Garbanzo's Guillotine attack isn't guaranteed death for enemies with physical resistance but not insta-death resistance anymore.)
  • Various enemies now use counterattacks and transmogrification for various tricks, reactions to different elements, and so on.
  • The enemies that drop attack-learning orbs (Tumbleweeds, Gogs, Emo Kids, and Funky Fungi) now drop them more often.
  • New death animations applied to various enemies (bug squish, undead melt, tumbleweeds and a lot of bosses dissolve.)
  •  Modifications to encounter rates.  They are (overall) a bit lower now than before.
  • Bomber Ducks are more common in rooftop formation sets now.
  • Starting at Chapter 2, enemies (aside from certain bosses) now give more experience.
  • Excalibur is now Mexcalibur.  What would a British sword be doing in Mexico, anyway...?
  • Various changes to the stats, abilities, and who-can-equip data of certain weapons and other equipment.
  • Areas that were missing them before now have "can't go this way" and stair-stepping sound NPCs.
  • Updated weakness/resistance system; non-elemental magic and Water attacks no longer share the same element, every status ailment has its own element, and so on.
  • Fixed a few bugs and graphical/tilemapping oddities here and there.
  • Counter, MP%, and Extra Hits stats no longer visible on hero status menu.
  • Level cap set to 50.
  • Various changes to how level-ups and stats work.
  • Autosort option on the item menu now has a customized "by item type, and then alphabetical" order rather than the default.
  • Señor Death's graphics (especially his portrait sprite) have been slightly upgraded to better match the way I actually draw him.

Changes to Earlier Chapters

  • An NPC in El Pueblecito in Chapter 1 explains that food won't work if you're nauseated.
  • Jumpable ledges added to the Desert Path in Chapter 1.
  • Chapter 1's branching path system is expanded--you can now reach the border while staying on either the mountain or desert path the whole way through.
  • As reference to the fact that he most likely was the one who created them (as mentioned on the FYS wiki), the Boneheads in the ghost town will run away instead of attacking if Señor Death is in your party.
  • The donkey ride scene in Chapter 1 only plays the first time you go (in each direction.)
  • An NPC in the Mexican Tunnel in Chapter 1 sells various healing items.
  • "Wizdum Guy" added in to a desert area west of Wrongside in Chapter 2.
  • The Emo Grande in Chapter 3 now has a much larger battle sprite than before.
  • New enemy (Mr. Pointless) in Chapter 4.
  • An NPC in New Hamster in Chapter 4 mentions Mr. Pointless.
  • Sewer Gators in Chapter 4 hide under their manholes less often, and attack less often when hidden.  They also give more experience when defeated while hiding.
  • Shifty Slimes in Chapter 4 are no longer vulnerable to non-elemental magic attacks (purely non-elemental attacks that do not derive their power from magic, like the TraCero, will still work on them.)
  • "Wizdum Guy" added in to a street corner in New Hamster in Chapter 4.
  • Jock Cocks in Chapter 4's secret area are less likely to use Kamikaze at full health.
  • Changed Bridget's post-battle speech a bit, to better fit Okédoké's place in the Fnrrf Ygm Schnish timeline and hint at Bridget's true nature.
  • New learnable attack (Stealth Shank) for El Garbanzo in Chapter 5.
  • New enemy (Mr. Molester) in Chapter 5.
  • Pukadonna Federal Penitentiary inmates in Chapter 5 now have portrait graphics.
  • The Spooncarved Tunnel in Chapter 5 now has the same music as the other two underground tunnels.

Chapter 6

  • The goat-girl in Beaverfoot now has her own Chicken Suit graphics, if you choose to equip her with one.
  • The Mayor of Beaverfoot's quiz game now has a "Canada" category, replacing "The Kirby Lands." Two new questions have been added to "Other Stuff," since two of its old questions are now part of the Canada category instead.
  • New learnable attack (Magnet) for Señor Death in Chapter 6.
  1. Van ride scene from Beaverfoot to Alaska
  2. "Somewhere in Alaska" wilderness area
  3. Introduction script and mini-boss battle for Secret Service guards (skipped if you completed a Beaverfoot sidequest) at lab entrance
  4. Secret lab enemies and maptiles
  5. First floor of secret lab
  6. Basement floor 2 of secret lab
  7. Basement floor 1 of secret lab
  8. Darth Cheney introduction script, graphics, and boss battle
  9. Second floor of secret lab
  10. Dubya introduction script, graphics, and boss battle
  11. Ultimate Dubya introduction script, graphics, and boss battle
  12. Soul Convertor and 3F maptile sets
  13. Soul Converter room
  14. Ghost of Racist introduction script, graphics, and (optional) boss battle
  15. Third floor of secret lab
  16. Final battle introduction script, graphics, and battle
  17. Post-final-battle scenes
  18. Ending credits sequence
  19. "What everyone did afterward" scenes

Tuesday, September 3, 2013

Okédoké in the OHRRPGCE Top 15

Yep--the results for the OHRRPGCE Top 15 list (replacing the older Top 30 list, apparently) are in, and my own game Okédoké! La Leyenda Mexicana made it onto the list.  It's at #13, and only just barely (just two more points higher and it'd pass by #12.)  Plus, #15 and #14 are ties between two games, so it's actually twice as high up the list as it seems at first glance.

Here's the Top 15 list in its entirety, on the Hamster Wheel (the OHRRPGCE's new new blog thingie, since the Hamster Burrow seems to have gone inactive.)

Speaking of the Top 15 list, man am I glad that all of the games that got onto the list are actually legitimate, playable games (or in one case a long series of movies, but still.)  I was seriously afraid that a couple of super-awful (yet, somehow, well-liked by certain segments of the OHRRPGCE community) joke games--one of which is more "joke" than "game" despite claims to the contrary, the other of which is pretty much all joke and most of the time not even a funny one, like looking at a series of Internet memes from an alternate universe or something--were going to be on there, especially once I saw a couple of votes for them get posted... but it turns out that those two definitions of the word crap didn't even manage to get on as an Honorable Mention.  I'm honestly more excited about that part than I am about my own game getting on the list. XD

Thursday, April 25, 2013

Señor Death comic

Yep... for the final project in my Spanish IV class, I made a comic book entirely in Spanish.  It's about Señor Death, and is (appropriately) titled Señor Death: La Parca Mexicana.  Or "The Mexican Grim Reaper," si no hablas español.

I've uploaded it (cover + 16 pages) to my DeviantArt gallery.  Here's some links to every page!  These links go to the Spanish versions of the pages, but if you go to the cover page you will also find a link to the first page in English (and, just like the Spanish pages, each of the English pages links to the next page in sequence, so you should be able to read through the whole thing that way.)

Cover
Introducción
Page 1
Page 2
Los Tres Deberes de la Parca
Page 3
Page 4
Page 5
Page 6
Page 7
Page 8
Page 9
Page 10
Page 11
Page 12
Page 13
Page 14
Page 15
Page 16