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Exception

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Everything posted by Exception

  1. > -snip- Well, your admin friend is a liar. They can't make the laws up for themselves, and what those ROM sites do -are- illegal, matter-of-factly. Just because they've not been apprehended about the matter doesn't make it legal. Going onto getting the graphics from the ROMs, they're still using the Pokemons' trademark assets. As I said, there are few exceptions, through whatever means, and those few exceptions are where they've had permission, not loopholes in some random pseudo-law. From my memory that's happened… ... ...? As an example of people who make laws up for themselves; it's a -very- common misconception that it's perfectly legal for you to download the ROM of a game that you own. **WRONG**.
  2. That's simple. They're breaking the law, and probably already have been contacted by Nintendo, but are ignoring them. Pokémon Cyrus has done the same thing. It'll come back to bite them in the arse someday. Painfully.
  3. Yes. It is still part of the trademark. Trademarks protect the concept as an entirety. The reason a trademark is used, and not a copyright is because it's too broad, and it's a brand. **Trademarks can become invalidated, and can pass into public domain if people started using them as their own, hence why huge legal implications happen when trademarks are often used**. It's for this reason that absolutely everything falls into that, and regardless of what people might tell you, or what laws they might think they can make up for themselves, that's the fact. ANY Nintendo brand; Pokémon, Mario, Metroid, Zelda, etc, would not allow you to produce work even if it's only based on it, for the sake of protecting it. THAT is why Nintendo doesn't like ANYBODY using their work, with extremely few exceptions, as it'd lead to their own brands becoming public domain, meaning anybody could profit from it. (For more information, see: http://en.wikipedia.org/wiki/Trademark and http://www.ipo.gov.uk/types/tm/t-about/t-whatis.htm)
  4. Regardless of if they're custom, you're still using concepts that belong to Nintendo and GameFreak.
  5. No. They won't allow you to use ANYTHING that's part of their trademark (Note that I said trademark, not copyright. There's an important difference), for the sake of protecting it.
  6. That's what that thread's post relating to it implies, but if there are any problems, tell me, and I'll try and deduct it for you.
  7. > Well thank you for the answers, I understand. > > No need to argue here please. Don't worry, it's all in discussion really, and when it's done, I'm sure Rob will announce what's been put in place. Also, it seems his posts have been removed, which is a good thing. :]
  8. That's true, Zero, but think about it, at release, the only people who would know how to use it back to front would be me, Sek, GP, and Rob.
  9. > No U. You know, mate, once this engine actually is released, who's going to be your one-stop shop for support on this forum? **Us.** (The devs, collectively.) We're already genuinely annoyed by certain members inability to listen, but if you actually want support for the development of your ventures on Eclipse, the last people you want to hate you would be _us_ (The devs, collectively.), because we _can, and will deny you help._ That might sound incredibly self-centered of me to say, but unfortunately for both us, and you, it's the truth. It's a completely new engine that only we are going to know the basis around, and _**it took a good two years for the forum collectively to effectively lrn2EO**_, so, there. (Don't worry Modmins, and anybody else who'll almost certainly take this the wrong way, I don't have a complex, but really, there are certain truths that should be known.)
  10. > …webclient that's not outdated... > …ActiveX. Please, just get away from this board already. What you say is neither constructive or relevant to the development of this engine.
  11. > I agree **Haven't you already been told to stop baselessly posting things for the sake of posting?** Anyway, the idea that I'm putting forward relating to collision is the following: "to go with the new tile engine that Rob's making, and the pixel-based movement that I'm adding, there'll be a drag-and-drop style collision layer. You simply click the point to start, and drag to the rectangular region that you want to block." I'm waiting on Sekaru and General General Pony to either agree, disagree, or suggest something different, and for Rob to verify what we're actually doing relating to the matter.
  12. > I have Alatar's Quest System but not that one Please, stop posting for the sake of posting. If you aren't going to help him, don't post at all! Anyway, onto the main point of this topic; sorry Sherwin, I don't have it, but somebody seriously needs to get through to this guy, it's rather insistent, now. Anyway, if it does help: QuestNum As Long QuestLevel As Long QuestReqItem As Long QuestReqItemHowMany As Long QuestRewItem As Long QuestRewItemHowMany As Long QuestMsg1 As String * 250 QuestMsg2 As String * 250 QuestMsg3 As String * 250 QuestMsg4 As String * 250 That's the addition to the NPCRec, so I imagine you can just as easily add a scrollbar for QuestNum, a bunch of textboxes for QuestLevel to QuestMsg4, and have them save the values in the type structure on the _Validate event. Shouldn't be too hard, I imagine?
  13. It's supposedly happening (not entirely sure.), but we'll need to talk to Rob about it first.
  14. Is that even your own site? It's not exactly legal, is it?
  15. It isn't, but I have several things going on taking priority, so…I am a bit pressed for time for this. ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons//tongue.png)
  16. Ooh, completely forgot about this. Oh well.
  17. > FOOLS! This is old and I bought a laptop back in the 12th Century on a fine morning with coffee no wait it was tea. Do you genuinely think that you're a comedian? =/
  18. Ah, I'll see what I have to make of that. Thanks for that, it's pretty helpful! ![^_^](http://www.touchofdeathforums.com/community/public/style_emoticons//happy.png)
  19. OK, I'm on my computer. Both are already set like that, so, I don't imagine it's that. Any other suggestion?
  20. Uh, the current thing I'm doing is just a tint over the picscreen, but how well the tint looks depends on being able to desaturate. The point lights, directional lights, etc, have all been done already, I'm just trying to finish it off, I can't try that yet, as I'm on an iPad, and won't be on until later, but what difference would " .SetRenderState D3DRS_ALPHABLENDENABLE, True" make, when I'm trying to change the colour, not blend the alpha? I imagine there's a similar blending state for RGB, under COLORBLENDABLE? (You do know what I mean by desaturating, right? There was a similar state of confusion yesterday from misunderstanding, so I just want to make sure)
  21. Hey guys, I'm currently working on a lighting system for my game, and my way of making things look realistic really depends on the ability to desaturate graphics. I'm at an impasse at that I don't actually know how I can do this through rendering in D3D8. I've looked up various things, and I've been experimenting with various "SetTextureStageState" and "SetRenderState" arguments, but I can't find anything that works. Search engines have also been rather unhelpful, as they all provide usage for Direct3D9 or Direct3D10, and I can't find/make an equivalent use for it, from those examples. I've also read through the rather cryptic Object Library, and feel like I've missed something. Do you think you could help me out? I want to release the lighting when I'm done, and show how it can be used effectively, so, do help if you do know!
  22. > No i charge for a feature no one is offering This isn't the place for you to advertise your systems. The Talent Centre exists for that reason.
  23. > render do you post just to post??? > … is lower in line content? this one is >| cleaner smaller code helps fyi... The same can be said to you.
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