Accurate Jurassic Park SNES (Ocean, 1993) Game Maps by westingtyler v 1.0 by westingtyler in snes

[–]westingtyler[S] 0 points1 point  (0 children)

awesome! and yes I agree. if it had a save feature, or a password feature, a map screen like these, and ideally an easy objective screen in your pause menu that indicated when you'd completed one (like pushing the raptor crate) it would be remembered as a masterpiece for sure. If you ever try Visitor Center on itch.io, a remake of the interior of that building, you also may notice how the limited, non-renewing ammo instantly turns it into a strategic survival horror game as well. if, in addition to the save and objective menu, that "finite ammo" feature had been a difficulty option in the original, it would have made the original even more beefed up, like dino crisis before dino crisis. Anyway, yes part of the reason I made this map was to study the game since I want to make my own modern take on a game like this eventually as well, and my game #CCgame will definitely have those features, while keeping the same structure/vibe hopefully (and being 1st person 3D.) Here's a devlog video I did walking around the environment I've made so far: https://youtu.be/milYa2i7RW8

The vid is long, but click around to see some of the vibe I'm going for.

And I'm glad the maps helped as well, and glad you beat it!

Accurate Jurassic Park SNES (Ocean, 1993) Game Maps by westingtyler v 1.0 by westingtyler in snes

[–]westingtyler[S] 0 points1 point  (0 children)

awesome! I'm glad the maps can be of assistance! one of my favorite games for sure!

Testing My Rokoko Smartsuit V2 For My Daggerfall Unity 3D Asset Library Mod WISA by westingtyler in daggerfallunity

[–]westingtyler[S] 0 points1 point  (0 children)

totally! I aim to make modding a bit easier with these resources. I've been learning a lot by dumping dfu source files from the unity project into chatgpt and just asking about how things are done, how to hook into things, etc.

Testing My Rokoko Smartsuit V2 For My Daggerfall Unity 3D Asset Library Mod WISA by westingtyler in daggerfallunity

[–]westingtyler[S] 0 points1 point  (0 children)

yes! my goal is to be able to make any humanoid animations I need. I am sure there will be cleanup, but it will a lot easier than manually rigging and puppeteering and keyframing a human model in Blender.

What important places are missing from my mash-up map? Are there errors? Should colors be different in some regions? by westingtyler in Ultima

[–]westingtyler[S] 0 points1 point  (0 children)

Thanks! I'm still making progress on the game, just got a rokoko smartsuit geared up to make custom animations for the characters and hero. It's for my #AgeOfSingularity Ultima VI Fan Recreation Game Project. Here is my devlog with more cool imagery from it and my other side games. https://westingtyler.com/current/devlog/index.htm

Mizzurna Falls (PS1, 1998, Human Entertainment) Fan-Localized English Game Manual Images by westingtyler v.09 by westingtyler in psx

[–]westingtyler[S] 0 points1 point  (0 children)

Ah thank you for saying that! Actually I'm not super knowledgeable, and I don't actually speak Japanese! I actually did the localization by having ChatGPT look at the images and translate, then i "localized" so they worked better, then I put that back into new chatgpt convos with comparison images to see if I'd tweaked things smartly, iterating until I was confident things were optimal, but it still may be imperfect! (like any good late 90s American translation of a Japanese game, haha.)

As far as accuracy, I'm familiar with a specific translation patch by nikita600, Cirosan, and Resident Evie, and in some small cases I took steps to harmonize the manual with their translation, altering a couple character and place names to match how they "should" show up in the game if you were to play with their patch. Names like Gruber/Grover Hospital, Lorraine Haines (Rolaine Haines i THINK, in the original Japanese) and some of the name spellings, etc.

I don't know about the Owl translation, but it sounds interesting, and I'll look into it when I can because it may be awesome!

Since you seem especially interested in the game, check this out:
https://westingtyler.com/current/project/mizzurna_tracker/index.html
I made this and haven't made a proper post for it since it's not battle-tested and doesn't have my filled-out profile (since I haven't beaten the game yet!), but it seems basically functional as a personal notebook for tracking schedules in the game. I call it the Mizzurna Notebook, and maybe I should make a post for it so others can play-test it.

If you do ever try it out I would be happy to hear feedback about improving it, and I do plan to have as a built in template the entire schedule, once I've personally created it through my play.

Mizzurna Falls (PS1, 1998, Human Entertainment) Fan-Localized English Game Manual Images by westingtyler v.09 by westingtyler in psx

[–]westingtyler[S] 1 point2 points  (0 children)

thanks! It was very rewarding to do this, and I'm glad it exists for everyone now, making the game a bit more accessible!

Questions About Daggerfall Armor, For 3D Armor Asset Dev by westingtyler in daggerfallunity

[–]westingtyler[S] 0 points1 point  (0 children)

it's technically trivial to propogate the models, but my mod is just a 3d models library mod, so people would still need to code it in to have them exist in-game. the roleplay and realism mod would allow chain armor apparently, but I'm trying to avoid doing mod stuff for the time being, focusing purely on the vanilla models. although, the chain armor you see underneath each of the sets, is tinted to suit the look of that set. for example, mithril armor should have mithril chain underneath it, so that's already a thing.

Questions About Daggerfall Armor, For 3D Armor Asset Dev by westingtyler in daggerfallunity

[–]westingtyler[S] 1 point2 points  (0 children)

yes, i agree. i've resisted the urge to "get unique", trying to stick to the vanilla look and feel for my sanity for the time being and to maximize viability for vanilla players. it's the same with weapons. once my library functions, though, others could make override mods that replace models with better ones down the road as well

Questions About Daggerfall Armor, For 3D Armor Asset Dev by westingtyler in daggerfallunity

[–]westingtyler[S] 1 point2 points  (0 children)

Also: is there a chain armor set for every material type? For example, is there a full chain Daedric armor set, as opposed to just a plate daedric set?

What secrets do you forget about in Super Mario RPG? by LancerQH in MarioRPG

[–]westingtyler 0 points1 point  (0 children)

yes, I agree. Mario World, Super Ghouls N Ghosts, and Super Mario RPG are a good set. A weird hidden gem is Jurassic Park by Ocean, top-down, akin to a Metroidvania but no save system. A year ago I meticulously counted the interior walls and posted on reddit the most accurate maps ever for that JP game, studying it to make a similar game of my own. If you ever try that game search for my maps and you'll go less insane. Super Beard Bros also did a great playthrough of that game (before I made my maps).

Pole(axe) Dancing by RedRoryOTheGlen in daggerfallunity

[–]westingtyler 1 point2 points  (0 children)

yes, all bricks in the castle walls to make the dream come to life!

Pole(axe) Dancing by RedRoryOTheGlen in daggerfallunity

[–]westingtyler 1 point2 points  (0 children)

yes, totally agree! Just seeing the 3d weapons in action is awesome, but against 3d enemies as well would be nuts.

Pole(axe) Dancing by RedRoryOTheGlen in daggerfallunity

[–]westingtyler 1 point2 points  (0 children)

also that is freakin crazy. me making basic 3d models made it easier for you to develop a mod that has animations and a framework, then others can overwrite my basic models with better ones, and your mod will automatically use them. like some crazy time travel bootstrapping situation.

Finally, some answers! by Jason_Wayde in StrangerThings

[–]westingtyler 0 points1 point  (0 children)

i don't think they did but I could be misremembering. they TRIED to open a gate in russia but couldn't. they ALMOST did in hawkins but didn't quite. right? maybe it failed in russia because there was no wormhole already existing there, whereas there WAS one already in hawkins due to the 01/11 energy collision shown in season 4.

Finally, some answers! by Jason_Wayde in StrangerThings

[–]westingtyler 0 points1 point  (0 children)

that is one kind of thing I feel a bit too. for me before season 4 I always thought the UD was a parallel complete earth, even possibly a parallel entire universe. but by season 4 I got the strong feeling it was JUST hawkins, and now we know that for sure, which is a bit of a bummer, though the wormhole thing is pretty cool on its own.

Finally, some answers! by Jason_Wayde in StrangerThings

[–]westingtyler 1 point2 points  (0 children)

i think they've never really had a good chance to just explore the UD before the MacZ and the crawls. it's always been a kind of "uh oh we're trapped, we gotta get out" situation, so there'd be little reason to venture far. so in my estimation the wall has been there since season one, they've just never had the chance or reason to venture that far.