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Everything posted by Desbreko
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[color=#4B0082]Hmm. . . . Yeah, I do seem to remember this coming up before. It sounds like a back end problem, though, so I'm not sure that you'd be able to fix it from the user end. I would guess that some value in the database is wrong, causing it to display the new PMs message even though there aren't any, and would need to be corrected by an admin. Sorry I can't be more helpful.[/color]
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[quote name='Anime Pet][FONT=Comic Sans MS][COLOR=SeaGreen]If anyone can help me with my PM problem, I still have it. -_- [/COLOR'][/FONT][/quote][color=#4B0082]I'd love to help, but myOtaku and OtakuBoards are separate sites so I can't really do much. I think you'd have better luck by using the [url=http://www.theotaku.com/site/contact/][u]Contact Us[/u][/url] form on theOtaku.com.[/color]
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Otakupedia Entries/Suggestions/Discussion thread
Desbreko replied to Charles's topic in General Discussion
[color=#4B0082]For some reason the old DailyOtaku banner wouldn't show up when linked to so I went ahead and made a new version and stuck it in the thread. It's basically the same banner just put together better.[/color] -
[color=#4B0082]Your post archives can be accessed at [url]http://www.myotaku.com/users/kitsune-lass/life/[/url] so you can just make a link to that page. But it's kind of messed up within your layout. Just offhand, though, I have no idea how to integrate the archives, comments, and permalink features with a layout like that. And I have a feeling it would take more time to figure out than I should spend on it during dead week before finals. I'll look into it if I have some extra time but I can't make any promises.[/color]
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Otakupedia Entries/Suggestions/Discussion thread
Desbreko replied to Charles's topic in General Discussion
[color=#4B0082]I don't think Final Flash ever modded in the Gaming Otaku section (i.e. the Nintendo, Sony, and Microsoft forums). He modded in the Final Fantasy forum for quite a while but that's all I remember him doing in the gaming forums. And after kuja was dismissed I took his place as the super moderator of Series Otaku (which housed the Final Fantasy, Pokemon, and Zelda forums), and RicoTranzrig was super mod of Gaming Otaku, so he wouldn't have been a super mod in either of the gaming sections. When Flash finally was made a super mod it was of the newly formed Otaku Arena section during version 6. He'd been a mod of the Games & Stories forum for as long as I can remember and he seemed the obvious choice for the job. He held that position until he resigned on August 6, 2003. Oh, and his name was originally Final_Flash with an underscore. I forget when he finally had it changed to a space but I do remember him being rather obstinate about keeping the underscore for a while. As for Zeh, Shy is right; he was never a super mod. He only ever modded in the Final Fantasy forum during versions 4 through 6 until he was dismissed and banned. Also, he went by Cloud before changing his name to Tasis. I can't remember if he used Cloud Strife before that, though. A good source of old name changes, by the way, is the list I have on [url=http://www.chromosomecowboy.com/rupees/otakufiles/misc/namechanges.php][u]OtakuFiles[/u][/url]. It's old and hasn't been updated in years but it does contain such gems as jcgoudy and mirai_torankusu. :p[/color] -
Otakupedia Entries/Suggestions/Discussion thread
Desbreko replied to Charles's topic in General Discussion
[color=#4B0082]Here's a bit more info on the DailyOtaku: [list][*]There's no space in my version's name. The original one by stardust was the Daily Otaku whereas mine is the DailyOtaku. This isn't all that important but I thought I'd mention it. [*]You can find the original Daily Otaku threads that still exist by doing an advanced search in the Otaku Lounge, choosing to search in thread titles only, and entering "daily otaku." [*]My DailyOtaku articles were actually based on some tabloid cover mock-ups that Charles posted on his myOtaku page. I was around to see stardust's Daily Otaku during v3 but inspiration for my articles came entirely from Charles' images. If anyone still has these (I did before my hard drive got wiped), please post them. [*]Like a real tabloid, I mix a bit of truth in with the, shall we say, "embellishments." Some of the members' quotes in them are actually real. [*]Random fact: I wrote my first DailyOtaku article on January 3, 2004, which was my 16th birthday.[/list][/color] -
[color=#4B0082]Surely at least some of you out there already know about [url=http://www.ocremix.org/][u]OverClocked ReMix[/u][/url], but for those that don't, it's a site devoted to hosting quality remixes of video game music. Having the game music fetish that I do, I've been in love with the site for years now. Two of game music's biggest problems are sound quality and monotony. Though the first one doesn't apply so much to modern games, it's usually obvious when you hear a track that's from the 32-bit era or older. And many times, no matter how good a track sounds, it's still repeating background music that can get old fairly fast. The great thing about remixes is that they can solve those two problems. Even if a remix is still synthesized, rather than played on actual instruments (there's a good mix of both on the site), many of them still sound better than the original song. As well, they add variety to the tracks either by changing their style or adding to the original composition--or, oftentimes, both. If you have any liking for game music then I'd highly recommend checking out the site. I've downloaded several hundred remixes and found a lot of great tracks that I listen to fairly regularly. Which, by the way, only scratches the surface of what's there; currently they're up to remix number 1,528. Here's a few of my favorites: [url=http://www.ocremix.org/remix/OCR00814/][u]dubnofantasyaloneman[/u][/url], by djpretzel This is a remix of the track You Are Not Alone from Final Fantasy IX, which happens to be one of my favorites in the game. djpretzel is the site's admin and he provides commentary on a pretty much every remix posted as well as putting up a lot of great mixes himself. This is one of those, which really changes up the style of the song. There's a few remixes of You Are Not Alone but this is definitely my favorite. [url=http://www.ocremix.org/remix/OCR01400/][u]It's My Turn to Dream[/u][/url], by chthonic A remix of the Ballad of the Wind Fish from Link's Awakening, this mix turns an extremely simple melody from the game into a great almost-kinda-trance-like song that fits bits and pieces from other tracks seemlessly into the flow of the main theme. It turns the Ballad of the Wind Fish from a song I'd normally pass over (because Game Boy music just isn't that great) into something I listen to all the time. [url=http://www.ocremix.org/remix/OCR00872/][u]thebattleofstringsandacellphone[/u][/url], by zid This remix is crazy. There's really just no other way to describe it. It's a remix of the Battle 1 theme from Final Fantasy IX using a guitar and, yes, a cell phone. I can't help but love it. [url=http://www.ocremix.org/remix/OCR00405/][u]SunkenSuite[/u][/url], by djpretzel Another by djpretzel, SunkenSuite is an orchestral remix of the Dire, Dire Docks theme from Super Mario 64. By far my favorite track from the game, I absolutely love this rendition of it. It starts out with a piano gently playing the theme, then builds and builds as a violin (I think?) and drums are added. Finally it climaxes as the drums reach their peak, then the track falls abruptly back to the quiet piano before fading away. I only wish it were longer. Anyone else have any favorites? Digging through the archives can occupy me for hours at a time so recommendations are always cool.[/color]
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Otakupedia Entries/Suggestions/Discussion thread
Desbreko replied to Charles's topic in General Discussion
[color=#4B0082]I was also going to write an entry for the Padded Room Party but didn't have time until today. :animecry: Some more details about the Padded Room Party: [list][*]The thread's exact title was Padded Room Party! with an exclamation point. [*]The thread had just topped 2,000 posts when it was closed. [*]Warlock and Final Flash are two more notable members who took part in the PRP. [*]After the PRP's closure a number of spin-off RPGs were created, all of which were closed as well.[/list][/color] -
Otakupedia Entries/Suggestions/Discussion thread
Desbreko replied to Charles's topic in General Discussion
[quote name='Sara][color=#b0000b][size=1]As an aside: I STILL want a[/color][/size] [kuja][color=red][font=century gothic][size=3]post style tag...;)[/size][/font][/color][/kuja]. [color=#b0000b][size=1]Can someone get on that for me?[/color'][/size][/quote][kuja]omg...thats such a great idea lol ;)[/kuja] -
[QUOTE=Zidargh]Right, I'm not sure if I'm going to ask for a Wii for Christmas, however I'd definitely like to play Zelda. The only problem is that I'm not sure if I should wait 'til I get a Wii, or just request the Gamecube version. For any of you who've played it, and I'm assuming the responses will be from a Wii perspective, could you try and tell me if the GC game's worth getting? I understand that the Wiimote is incredibly different to a standard controller, but do you feel the system will 'convert' just as well onto the Gamecube? Much obliged.[/QUOTE][color=#4B0082]At this point I really can't say whether or not the Wii version is better, since the GCN version hasn't been released yet and there's some things about it that I don't know yet. The biggest question is whether or not the GCN version features a full manual camera like TWW had. Wii-TP does not, since it doesn't have a C-stick to work with. The game doesn't really seem to require it, but it would be helpful in some situations. (Especially for seeing behind you during horseback combat.) If the GCN version does have this feature it might just put GCN-TP on par with Wii-TP for me, since I really loved TWW's camera. Another, more minor question I have is how you're going to do the shield attack in the GCN version. In Wii-TP you just thrust the nunchuk forward while Z-targeting, but the GCN controller obviously doesn't have a motion sensor. I would guess they'd map it to the R button (you keep your shield raised automatically while Z-targeting so the R button should be free), which would be fine. But if they try to make it context-sensitive with the A button I can't see that working well at all. I can say for sure, however, that the only thing which will be able to match pointer-controlled aiming for projectile weapons in Wii-TP will be a full manual camera in GCN-TP. If GCN-TP doesn't have that then I think Wii-TP is going to win hands down.[/color] - - - - - - - - - - - - - [color=#4B0082]Ooh, baby. Twilight Princess just got a whole lot more interesting. If you've played TWW, you should know about what happens after you beat the Tower of the Gods (the third dungeon). There's a nice section of plot twists that really sparked my interest in the game's storyline. Well, what happens after you beat the Lakebed Temple in TP (again, the third dungeon), completely puts that to shame. I'm not going to talk about specifics, since even with spoiler tags I know people will ruin it for themselves (them tags are addicting, you know), but a bunch of stuff happened that I did not see coming at all. Usually at this point you can get a good idea of where the story is headed, but right now I still have absolutely no idea what's going to come next. And I have a [i]burning[/i] desire to find out. I have little doubt that TP is going to feature the best story in any Zelda game to date. One thing I will say, however, is that I can now [spoiler]switch between human and wolf forms at will.[/spoiler] I'm really excited about this since it opens up so many gameplay possibilities. And they're possibilities that I actually want to explore since, [spoiler]unlike the mediocre transformations in MM (rolling around as Goron Link was the only thing I really enjoyed), playing as Wolf Link is actually fun.[/spoiler] In other news, I learned a new sword technique! The Back Slash is basically taken straight out of TWW (you roll around behind a baddie, then jump up and slash at their back), but instead of it being an auto-counter move you actually perform it yourself. What you do is sidestep, then instead of a second sidestep you'll roll around behind the baddie you're Z-targeting. Then, as you're coming out of the roll, you have to time your sword swing so that you jump up and do the attack. I haven't gotten much of a chance to use it yet but I am [i]so[/i] happy about the move being controlled manually instead of it being automatic. I've always thought TWW's counterattacks were really cheap since they were stupidly easy to pull off and they gave you a free hit. But now, in TP, you actually have to see an attack coming in time to sidestep it and roll around behind the baddie to counter. TP's combat system is turning out to be the best of any 3D Zelda yet. I just hope there's going to be more frequent opportunities to really make use of it. So far a Lizalfos-like enemy is the hardest non-boss monster I've encountered and they never even blocked any of my attacks with their shield, let alone hit me. Bring on the Moblins, Darknuts, Wizrobes, Iron Knuckles, Stalfos, and all the other big baddies! Oh, and James, if you wanted another Water Temple you got it. The Lakebed Temple bears an uncanny resemblance to the Water Temple (and rightly so, considering it's at the bottom of Lake Hylia which means that for storyline purposes it's actually the same place), though I think it's vastly improved. This time around, instead of half the challenge lying in simply figuring out the layout of the dungeon, it has a fairly simple layout and relies more on its actual puzzles. And as puzzles go, they took another large leap in complexity from what was in the Goron Mines; all told it took me about three hours to complete the Lakebed Temple. But, once again, I'm extremely disappointed in the dungeon's boss. This time I did actually take damage but it was only about one heart due to some smaller enemies that it released into the room. It never even came close to hitting me itself. If TP's boss fights don't turn around soon the game is going to top even TWW in terms of boss fight boringness. PS. [strike]Syk3's[/strike] The Master Sword is mine![/color]
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Otakupedia Entries/Suggestions/Discussion thread
Desbreko replied to Charles's topic in General Discussion
[quote name='James][font=arial']I'm happy to put a design and layout together...we will keep it really simple, but I'll need someone to update it. Desbreko's probably the first choice, because he knows the code and he can have access to our server to make updates as required.[/font][/quote][color=#4B0082]I'd be willing to do updates for an Otakupedia site, provided I have the time. But unless we get some actual wiki software set up I can see updates being really time consuming once a large number of pages have been added and edits start needing to be made. Having to create and edit web pages just by going in and changing the code, then uploading the new page, is horribly slow when dealing with a site of any decent size. If we get a real wiki set up, though, I'd be more than happy to moderate on it. But before that can happen I think we need to install a newer version of PHP on the server. According to the admin control panel we're running on a 4.x version and the latest builds of MediaWiki require a 5.x version. And by the way. . . . Why has no one even mentioned me in here except in reference to giving me more work? :animecry:[/color] -
[color=#4B0082]The bottom_02.jpg image that you're using isn't wide enough to match up with the xmasweb2.jpg image, so it won't work for an expandable background. I went ahead and made a new image for it, which you can find [url=http://img167.imageshack.us/img167/74/bgng2.gif][u]here[/u][/url]. You can rename it to whatever you like, but you'll need to change the link to it in the code since I was just using it locally. Also, instead of putting the background color and image as part of the body tag itself I set it them the head styles, along with the background-repeat:repeat-y; style. Another little tweak I did was adding the overflow:auto; style to the content div. This way, if you want to specify a height for the div, a scroll bar will appear in it to let you scroll through the content inside. If you don't declare a height for the div it will just expand to make the page scroll as normal though. New code:[/color] [code] IFRAME {display: none;} tr.tborder {display: none;} .header_logo{display: none;} .header_user {display: none;} .page {text-align: center;} .footer_top {display: none;} .footer_bottom {display: none;} .username {display: none;} .panel {display: none;} .portfolio {display: none;} .navbar {display: none;} .datetime {display: none;} .searchbar_form {display: none;} .bginput {display: none;} .button {display: none;} .hr {display: none;} form {display: none;} td.panel {display:none;} myotaku.com Backroom LogOutMy Pages Home Portfolio Guestbook Quiz Results Email Me!! Add me Pm me This text scrolls every half second[/code]
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[quote name='DeadSeraphim][size=1][color=indigo][font=arial]It's not working cause their code is inside the .trborder classes, and thus affected by the display:none. Remember your code hierarchies, Des.[/font][/color'][/size][/quote][color=#4B0082]Yeah, I just missed that at first. After taking a closer look I saw why. Anyway, I fixed the code. The main problem was that the xmasweb2.jpg image needed an absolute position applied to it, to put it in the top-left corner of the page. Other than that, I put a closing font tag at the very start of the code, to keep a font size="2" tag in the myOtaku layout from being applied to your layout. And finally I applied the text-align:left; style to your content and navi divs, to override myOtaku's center alignment. That got it looking the same as your original code did when copied into a new HTML page, so I assume it's working as intended now. I hope this works for you. :)[/color] [code] IFRAME {display: none;} tr.tborder {display: none;} .header_logo{display: none;} .header_user {display: none;} .page {text-align: center;} .footer_top {display: none;} .footer_bottom {display: none;} .username {display: none;} .panel {display: none;} .portfolio {display: none;} .navbar {display: none;} .datetime {display: none;} .searchbar_form {display: none;} .bginput {display: none;} .button {display: none;} .hr {display: none;} form {display: none;} td.panel {display:none;} myotaku.com Backroom LogOutMy Pages Home Portfolio Guestbook Quiz Results Email Me!! Add me Pm me This text scrolls every half second[/code]
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[color=#4B0082]Well, since I copied and pasted your code into a new HTML page and it worked fine that way, I'm thinking that the layout isn't working on myOtaku because part of the original layout is interfering. Usually, setting all the elements of the original myOtaku layout to display:none should keep that from happening, so it seems like something was missed. And since the tborder class is applied to myOtaku's main layout table (on line 74), as well as tr tags, I thought that could be what was interfering. I'll play around with the code and see if I can find out what's causing the problem.[/color]
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[color=#4B0082]That page is using CSS and JavaScript, and possibly an iframe to put the new page layout in. I'd have to look through the code more to see exactly what she did, but that could take a while. It looks like you got the layout up on your page now, but the style settings look off. I think you need to change the tr.tborder {display: none;} style to just .tborder {display: none;} so that it affects everything with the class tborder.[/color]
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[color=#4B0082]I suppose I've never paid too much attention to graphics, but TP looks pretty good to me. Some of the textures do look kind of blurry, but I love the lighting and particle effects. They're nothing too incredible by technical standards but I think they still look really nice. As for the dungeons, I couldn't agree more. I beat the second one yesterday and I absolutely loved it. The puzzles still weren't incredibly complex, but they were clever, creative, and just a lot of fun to work through. My only problem with the second dungeon was the huge letdown which was its boss. I'm sure most of you remember that big Balrog-looking monster that was shown in one of the trailers, right? Well, that's the boss of the second dungeon. . . . And it never hit me. Yeah, not once; the thing was incredibly easy to take down, and besides having its weakness be really obvious, Midna practically tells you the first step in stunning it. So TP still isn't impressing me in terms of either number of enemies or combat difficulty. In that regard, the game still seems very much stuck in the 3D Zelda rut of focusing almost entirely on puzzles in the dungeons. There are actually more enemies in the overworld than in dungeons which, while not really a bad thing, is kind of sad. At least horseback combat is lots of fun.[/color]
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[color=#4B0082]You can actually change quite a bit of the layout with just CSS, if you look through the page's source code and find what you want to tweak. [url=http://www.myotaku.com/users/baron_samedi/][u]Baron's page[/u][/url] is the most extreme example of editing the layout that I've seen. To actually use CSS on myOtaku you just need to place the CSS code in your introduction. While not technically correct, you can insert style tags like you normally would in the section of a web page and it'll work, to edit sections of the page not available through the Edit Style settings. One tweak I've used on [url=http://www.myotaku.com/users/desbreko][u]my page[/u][/url], for example, is adding a background image to the navigation column by overriding the .navbar styles.[/color]
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[color=#4B0082]Okay, the first problem is that that's a stand alone web page. It's not something you can insert into your myOtaku page. With myOtaku you can edit the existing layout with HTML and CSS but you can't replace it with a whole other page. Second, it's using relative links for its images which won't work when putting an image on your myOtaku page. Since the images are being loaded remotely (and not off the same servers as the myOtaku page itself), all images need to use their full URL.[/color]
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[color=#4B0082]I finished the first dungeon today and I'm close to getting into the second one. I just got back into human form in Kakariko Village, so now I get to head up onto Death Mountain next. I can't wait to box a Goron![/color] [quote name='James][font=arial']So, White, what do you think about the game's difficulty? I've asked this elsewhere but I might as well ask here too. You seem to be a little further in, having been through a dungeon and such. How are the puzzles and the battles compared to previous Zelda titles?[/font][/quote][color=#4B0082]So far the difficulty has seemed to be about on par with Ocarina of Time. Meaning that, for me, it's basically a walk in the park. But then Zelda [i]is[/i] kind of my specialty. Though I did actually die once. It was my first encounter with the shadow beast things while in wolf form. I was charging up the area attack when all three of them jumped me at the same time, killing me before I could do anything; three hearts, three hits, and down I went. :animesigh But other than that I've never been in much danger of dying. All the enemies I've encountered so far are easy prey (the shadow beasts haven't hit me since, now that I know how to deal with them) and hearts are abundant. The first boss has about eight hearts stocked in its room, I think it was. Thus far the puzzles have been pretty standard Zelda fare, though I'm happy to report that not a single eye switch has shown up yet. Lighting and extinguishing torches, using the Gale Boomerang to hit switches in order, etc. The first dungeon doesn't have anything that an experienced Zelda player would have any trouble with, so long as you look closely at your surroundings. Brown treasure chests are easy to miss when the entire dungeon is brown and green, heh. This is pretty much what I expect from any Zelda game, though. The first dungeon is always a walk in the park compared to the rest. Usually even just from the first to the second dungeon the difficulty gets stepped up significantly, so I'm really looking forward to getting into the second one. Okay, so, the Gale Boomerang. Yeah, it's frickin' [i]awesome[/i] when combined with pointer control. I absolutely love being able to whip it out toss it where I want with just a quick aim of the pointer. Another great thing is the ability to set lock-on points wherever you want, unlike in TWW where only targetable objects could be locked onto. The boomerang has finally become just as useful as in the 2D Zeldas and that makes me very happy. Next, the wolf sections of the game. I'm a bit surprised, since I didn't think I'd like playing as the wolf as much as normal Link, but I'm really enjoying these parts. Combat isn't as boring as it looked in the trailers I'd seen, where all I saw was the energy field thing where you auto-attack everything in the circle. You can actually fight similar to how you fight as normal Link. My favorite part about Wolf Link, in fact, is his jump attack. He leaps forward, bites the enemy and, if the baddie is large enough, latches on for you to keep biting by tapping the A button. It seriously looks like you're ripping the thing's throat out while it flails around helplessly. It's just . . . satisfying. :toothy: Combat actually seems to take more of a back seat to puzzle solving while in wolf form than while in human form, though. But this is fine by me as well, since I like the way they're doing the puzzles. While basically fetch quests--you know where you need to go, the trick is in getting there--they're enjoyable because they make you think outside the Zelda norm. A good example, which has been used a lot so far, is the need to get inside a house. This would be no problem for human Link (he would go through the door, duh) but, well, you're a wolf; no hands, [strike]no mouth[/strike]. So you have to search the environment and find a way to get to what you want by using Wolf Link's abilities. Nothing has been very complex yet but the Wolf Link sequences have been the most puzzle-solving fun I've had in the game so far. My only concern is that these sequences won't increase enough in their creativity. If the same sorts of things that I've done so far are recycled and not much new brought it, they could get boring really fast. Zelda level design has always been great, however, so I'm not overly worried.[/color]
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[color=#4B0082]Well, it depends on what you're trying to do with the code. Without knowing what it's supposed to do we can't really tell you where to put it. If you could post the code you're trying to use and where exactly on your page you want it to show up then we could probably help you.[/color]
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[color=#4B0082]I got my Wii and TP yesterday and played for about six hours. I just learned the finishing strike (aka down strike) and got into the first dungeon, so I'm going to hold off on writing anything resembling a review until I get farther, but here's some initial thoughts: First, the lack of a manual camera, like the one in TWW, annoys me. I absolutely adored TWW's camera so it was a pretty big disappointment to find it missing from TP. Right now I'm really curious about whether or not the GCN version has such a camera (since it has the C-stick to make use of). That would be a big incentive for me to buy the GCN version as well, whenever I get around to replaying TP after finishing it once. But the camera issue, as big an annoyance as it is, is still just an annoyance and won't stop me from enjoying the game. I've had plenty of experience with OoT's and MM's cameras, which are pretty much identical to TP's and always worked fine, so I'm still right at home with it. Motion sensor control for the sword has, so far, not presented any problems. It took me a few minutes to get the hang of it when I first started swinging around the Wooden Sword but now it feels pretty natural. It's not quite as sensitive as I might like but it still doesn't require much effort and it's not hard to time my swings either. (I was playing for six hours straight and my wrists never got tired from the motions.) My only real disappointment is that you still have to use the control stick to differentiate your sword strikes, rather than using different motions for horizontal slashes, vertical slashes, stabs, etc. And I really like being able to do a spin attack simply by shaking the nunchuk rather than messing around with rotating the control stick. Another thing is that there's an added delay of about three seconds after you do a spin attack, during which time you can't perform another. You can still do everything else but it keeps you from doing constant spin attacks, which is something I always complained about being horribly broken in OoT, MM, and TWW. And that's all for now. I'm hoping to get through the first dungeon later today after school, though, and I'll probably have more to say after that.[/color]
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[color=#4B0082]So I played Mirelle (my paragon) for eight hours straight on Saturday. I think having my net connection down, and then being busy and not having any time to play once it was back, kind of sent me into withdrawal. It felt so good to sit down and not care about the hours passing. :catgirl: I'm at Blacktide Den, the third mission, now. Mirelle is level 14, I think it is, and I've been gathering a few more heroes. I got an ele for one of them and now I'm managing three heroes as well as myself. (It's annoying, but he doesn't seem to want to use both Elemental Attunement and Fire Attunement at the same time, so I have to do it for him.) When I stop and actually think about everything I'm doing--spear attacks, untargeted shouts/chants, targeting party members for Mending Refrain, targeting and using three heroes' skills--it seems completely crazy, but I think I'm getting pretty good at it. Being a paragon and mainly sitting back and shouting also makes it easier, since I'm not having to be as active with my own targeting and attacks. I can't wait to get farther into the game (and off newbie island). Nightfall looks like it's going to be really awesome.[/color]
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[color=#4B0082]All of the preset avatars on OB are submitted by members in the [url=http://www.otakuboards.com/showthread.php?t=37977][u]Avatar Submission Thread[/u][/url] in the Art Studio forum. Then, every once in a while (i.e. whenever I feel like it), I go through and upload the good submissions into the presets gallery. So if anyone wants to make some Vandread avatars for the site, feel free to post them in the submission thread.[/color]
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[color=#4B0082]I bought Nightfall at release, but with my net connection out for two weeks my new paragon is still only level 7. We should meet up and storm the newbie island together.[/color]
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[color=#4B0082]Indeed they are. My church moved into an old ten screen movie theater in town, so almost every room still has a screen and a projector to go with it. Every now and then the high school youth group would set up an N64 or GCN and we'd play Smash Bros. or whatever up on the big screen. That's great fun, especially when everyone else is sitting around watching while waiting for their turn. While playing I'd almost invariably hear, "Who's Pikachu?" (or whatever other character I happened to be playing on) asked from the crowd behind me, as I wiped the floor with people. I think I still have a reputation as the best Smash Bros. player there, though I'm out of the high school group now. And now that you mention it N64 games did look pretty much just as good up on the big screen. I never really thought about the resolution since they always looked as good as ever.[/color]