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Messages - The Hazuki Legacy

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1
Campaign News / Re: Sega Europe comments on Shenmue 1 & 2
« on: October 28, 2015, 11:25:03 PM »
I feel a bit like "Sega is exploring ways to re-release the original two Shenmue titles", and "There are lots of opportunities for legacy titles. We are exploring" are very similar sentences. Except for the latter not directly saying they are focussed on Shenmue. But the poll comment kinda did.

2
Shenmue Chat / Re: nullDC Cheater Codes
« on: February 13, 2015, 03:15:43 AM »
Updated the original post to include all of the worthwhile codes I've found so far. Something like 50 new codes added.

3
Off Topic Chat / Re: Gaming IDs
« on: January 04, 2015, 12:57:20 AM »
Steam: Mooncalfian (display name currently Upper Dave)

I don't really use Xbox or PS anymore, so I won't list those. I prefer to have all my games on one system, and that system is quickly becoming PC, now that PS4 and Xbox One don't offer backwards compat.

4
Shenmue Chat / Re: A question to make you feel old
« on: November 09, 2014, 07:32:20 AM »
Personally I think the time gap would only improve Shenmue, for somebody playing for the first time. I remember playing it first when it came out and thinking that 1980s was a strange time period to set the game, as it wasn't so long ago. But now, the game is set nearly 30 years ago, which adds to the allure. Particularly because so many people are in love with the 80s now.


I'm not so sure that a Shenmue set in 2001 would feel much different to one set in 2014. Times haven't changed all that much in my opinion, in these past 13 years.

5
Campaign News / Re: NoconKid interview: Hi-Def ambition
« on: November 06, 2014, 11:44:03 PM »
I looks like he updated the model, or is it my imagination? It looks less like that terrible Allstars Racing model now.

6
Shenmue Chat / Re: Shenmugen Development Thread
« on: November 06, 2014, 02:36:05 AM »
Okay guys, I've decided I'm personally going to go in a slightly different direction with this. I have an idea which will combine this, The Hazuki Legacy, pave the way for a Shenmue 3 fan game, AND create an engine while I'm at it, which I could use to make original games afterwards, all in one stroke. I'll also be able to release for every platform imaginable. I'll post some details about it soon, and you'll see why I'm going in that direction with things. I'd still welcome help with that, but again, I'll tell you more about it soon.

As for Shenmue characters in Mugen, please let me know if one of you decides to continue with it as planned and I'll give you every sprite sheet I make from the Shenmue graphics (and I'll eventually have thousands).

7
Campaign News / Re: NoconKid interview: Hi-Def ambition
« on: November 05, 2014, 04:18:36 AM »

8
Campaign News / Re: NoconKid interview: Hi-Def ambition
« on: November 04, 2014, 08:11:02 PM »
The SOR remake was nearly finished before it was given a cease order. I'm not sure how a cease order on a completed game would worry me haha. I'd distribute it via torrents anyways, and then it's out there.

9
Campaign News / Re: NoconKid interview: Hi-Def ambition
« on: November 04, 2014, 08:50:25 AM »
Let's say for example that I was making a Shenmue fan game that had a ton of promise. At which point is there a danger that I'll get a cease and desist from SEGA? What would SEGA do if I kept the project quiet until it was completed and distributed, before announcing it? Is there any chance they would sue my arse?

10
Shenmue Chat / Re: Shenmugen Development Thread
« on: November 03, 2014, 02:16:07 AM »
Right, I can't continue with this until I can understand why the Fighter Factory Ultimate palettes system is so bloody confusing. No matter what I do and how many times I save it, it's still not setting the background to transparent. I've followed tutorials on it (multiple tutorials) and I still can't get the pcx graphic to show with a transparent background in game.

11
Shenmue Chat / Re: Shenmugen Development Thread
« on: November 02, 2014, 10:51:24 AM »
Disregard what I said earlier about the low res characters. I found out how to make the characters smaller on screen, allowing me to use full resolution characters from Shenmue. I just hope the limited palettes (256 colors) come out looking okay.

12
Shenmue Chat / Re: Shenmugen Development Thread
« on: November 02, 2014, 05:40:34 AM »
I haven't completed the second game in yeeeeears. I'm not expert. I just like making dumb memes.

13
Shenmue Chat / Re: Shenmugen Development Thread
« on: November 02, 2014, 02:22:59 AM »
James, I think that's counter elbow assault, right? He uses regular elbow assault to defeat Chai in Shenmue 1. It's my favourite move.

I'm currently having a bit of trouble with Mugen. The characters are so low-res, that Ryo is coming out really pixelated when I try to create his moves, as I have to make the images smaller (25% of normal). I'm trying to figure out if there's a higher res version of Mugen or not.

14
Shenmue Chat / Re: Shenmugen Development Thread
« on: November 01, 2014, 10:36:18 AM »
Oh also, please give me your opinions about which of Ryo's moves should be included. I don't think we can include every single move for every character, so I think aiming for 20-25 moves to start with is a good idea. So out of those, which special moves should he have, other than Elbow Assault?

15
Shenmue Chat / Re: Shenmugen Development Thread
« on: November 01, 2014, 10:34:41 AM »
Yeah, definately man! And the sound effects, too. We should be able to get it so that every sound and voice clip and stage and music track is directly from Shenmue, so it feels like you're really playing a true Shenmue 1 vs 1 fighter.

I'm not too sure exactly what's possible with Mugen, but I'd love to make it so that completing the game with a character unlocks a move scroll for that character, which teaches them an extra special move. That would give people an incentive to play it again and again (as well as unlocking secret characters and stages of course).

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