KS on the Super Nintendo

Feel free to post any fan works in this forum.
User avatar
Bara
Posts: 1340
Joined: Sun May 03, 2009 11:36 pm

Re: KS on the Super Nintendo

Post by Bara » Sun Jun 20, 2010 3:51 am

Wow, 1982 huh? I don't think some of the Devs were even born yet. Guess this really has been a long term project. :wink:

2xGPU clients (GTX 465/GTS 250); 2xCPU clients

<Aura> Our army of teenage girl artists couldn't draw penises without fits of giggling. Does that count?

User avatar
Panty Supervisor
Posts: 280
Joined: Sat Mar 06, 2010 7:15 am
Location: Germany

Re: KS on the Super Nintendo

Post by Panty Supervisor » Sun Jun 20, 2010 7:11 am

SirMax wrote:Did you actually remake part of KS or just cobble together enough for screenshots?
It's just the screenshots, I didn't make any more.
I've given up on the last real project about two years ago. Since then, I've only occasionally participated in Screenshot contests. One time, I managed to get the first place with this picture from Fate/stay Night.

Making a complete game is a whole lot of work. And even if you have an interesting storyline with many twists, a unique set of characteres and a good setting with beautiful maps, the game can still be boring, because you need to give the player something interesting to do in your game. It's not enough to just make him run from point A to point B and fight enemies while slowly revealing the plot to him. That's pretty obvious, but it took me a long time to realize it, and I never managed to find out how to make the playing of the game more interesting. Game design is hard.
Yuuko > Misha > Emi > Hanako > Lilly > Shizune > Rin

Silentcook
Carelessly Cooking You
Posts: 2518
Joined: Thu Mar 06, 2008 8:22 am
Location: Imola, Italy

Re: KS on the Super Nintendo

Post by Silentcook » Sun Jun 20, 2010 10:07 am

Bara wrote:Wow, 1982 huh? I don't think some of the Devs were even born yet.
Wrong. :|

EDIT: Blah, I can't math today, I have the dumb. Correct. (As in, yes some but not all of the developers were born by 1982.)
Shattering your dreams since '94.

Image

User avatar
Merlyn_LeRoy
Posts: 554
Joined: Tue Feb 02, 2010 7:35 pm
Location: Minnesota
Contact:

Re: KS on the Super Nintendo

Post by Merlyn_LeRoy » Sun Jun 20, 2010 4:05 pm

All the devs are at least 27?

User avatar
Bara
Posts: 1340
Joined: Sun May 03, 2009 11:36 pm

Re: KS on the Super Nintendo

Post by Bara » Sun Jun 20, 2010 6:18 pm

I think SC was just saying that some of the Devs involved are older and some younger. Sort of the random scattering of ages you would find for most groups formed on the internet.

We have folks who regularly post in the forums who are in High School to people like me who are old enough that they should know better than to hang around here. Let me just say my Mom had me stay home from school to watch the last Apollo moon launch live on tv. :oops:
I'm sure there are even more... distinguished... regulars in the forums; possibly even among the Devs. Then again, as long as they get their work done I wouldn't care if any of the Dev team had a nice soft, bland dinner at 4 pm followed by the news at 5 pm so they could be asleep by 6pm.

2xGPU clients (GTX 465/GTS 250); 2xCPU clients

<Aura> Our army of teenage girl artists couldn't draw penises without fits of giggling. Does that count?

User avatar
kosherbacon
Posts: 903
Joined: Fri Dec 04, 2009 7:30 pm
Location: San Jose, CA, USA
Contact:

Re: KS on the Super Nintendo

Post by kosherbacon » Sun Jun 20, 2010 6:28 pm

Bara wrote:I wouldn't care if any of the Dev team had a nice soft, bland dinner at 4 pm followed by the news at 5 pm so they could be asleep by 6pm.
No, they fall asleep at 6:30 while watching reruns of Matlock.

User avatar
Snicket
Posts: 1165
Joined: Sun May 10, 2009 4:15 am
Location: Cadillac Ranch

Re: KS on the Super Nintendo

Post by Snicket » Wed Jun 23, 2010 7:55 pm

thought i'd summit something here.

Image

User avatar
neumanproductions
Posts: 861
Joined: Wed Mar 17, 2010 3:58 pm
Location: Breathing the same air as you
Contact:

Re: KS on the Super Nintendo

Post by neumanproductions » Wed Jun 23, 2010 8:21 pm

Snicket wrote:thought i'd summit something here.
The great wizard Kenji strikes again.

Anyone know who Zelda is? Now I feel like a Brentalfloss KS tune.
Rin=Hanako>Emi>Misha>Lilly>Shizune (Misha counts in my world alright; and now she surpassed Lilly)
Fanfic series entitled... A Day in the Life of [character name here] (updated 6/8/10)
Random writings and Crossover... New stuff of Neuman (updated 5/6/11)
It's time to Duel... KS Yugioh Deck (updated 3/16/11)

Anon

Re: KS on the Super Nintendo

Post by Anon » Fri Sep 09, 2011 6:32 pm

Image

Palas, yeah

Re: KS on the Super Nintendo

Post by Palas, yeah » Fri Sep 09, 2011 7:06 pm

I solemnly declare this to be the best thread in the forums.

Also, the most boring part of creating a game back in RM2k/3 is configurating the chipsets.

User avatar
traitor
Posts: 146
Joined: Thu Apr 21, 2011 7:43 pm

Re: KS on the Super Nintendo

Post by traitor » Fri Sep 09, 2011 7:21 pm

Anon wrote:Image
whoa, I would play the fuck out of this
>talk to

User avatar
NightlyShore
Posts: 26
Joined: Fri Mar 25, 2011 8:19 am

Re: KS on the Super Nintendo

Post by NightlyShore » Sat Sep 10, 2011 11:05 am

Image

Hanako - mage
Emi - Barbarian
Rin - Conjuror
Shizune - Rogue

Avatar all from Shimmie, hope they won't mind I borrow their work as avatar, and Dark Hanako awesome.

User avatar
Mr. Wang
Posts: 7
Joined: Mon Sep 19, 2011 1:27 am
Location: Las Vegas

Re: KS on the Super Nintendo

Post by Mr. Wang » Mon Sep 19, 2011 7:10 pm

I wasn't gonna fall for it, but it would've been a bit more convincing, had the pixelated renders for the characters hadn't shown up like that.

Still, pretty nice gag going on here. :lol: It would kinda be interesting to see KS in a Super Nintendo format, to say the least.
~I only have eyes for you

User avatar
deadering
Posts: 39
Joined: Sat Jul 02, 2011 11:11 am

Re: KS on the Super Nintendo

Post by deadering » Mon Sep 19, 2011 10:50 pm

All the fake screenshots are cool XD Hopefully after release we will see real fan games like that :D

Anonymous Coward

Re: KS on the Super Nintendo

Post by Anonymous Coward » Thu Sep 22, 2011 7:57 am

@Wang: That said, the SNES was impressive. Out of 5 × 3 bits RGB colour, you could select 256 colours, possibly different ones every scan line. And layer blending wasn't restricted to 5 bits per channel. Some of the most beautiful games I've seen are SNES games.

Post Reply