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vanguard333

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Everything posted by vanguard333

  1. Your fingertips secrete a chemical agent capable of either cleansing wounds or scalding enemies, depending on if you're trying to fight or heal. Sword Magic
  2. Aren't a lot of winged-humanoid characters in fantasy media usually portrayed as physically attractive?
  3. I see. You should; it's a great show. Because it's a parody, it's great even if you don't watch anime (I should know; it's the first anime I ever saw unless you count an obscure jointly Canadian & Japanese animated show called Spider Riders that I watched as a kid). Thanks. Yeah; I've watched a lot of videos on writing and worldbuilding to help with my writing, and I've written multiple stories already that I scrapped because they were bad (though I do recycle one of them someday); a joke among authors is that your first 8 books are always garbage; get them over with quickly. The first video I'd recommend you watch if you want to get into writing is a video made by Ellen Brock (a freelance novel editor) titled The Four Types of Novel Writers, as different writers have different approaches that work best for them, and you should figure out which approach works best for you. Here's a link to it: The Four Types of Novel Writers - YouTube I see. Well, let me just say this: don't be quick to dismiss any ideas you might have; it's easy to think an idea might be dumb, but some authors argue that there is no such thing as a dumb idea for a novel so long as you put thought into it and explore it properly. One bestselling author once got into a debate with someone over this, and he ended up making a bet with the person that he could take any two dumb ideas the person suggested and write a well-received and bestselling novel out of it. The person told him, "Alright; combine the 9th Roman Legion with Pokémon." The author did so, and his story, Codex Alera, became a bestselling and well-received six-book series. Are you referring to what I said? If so, thanks. As I said, I've watched a lot of videos on writing and worldbuilding to help with my writing. I agree with your whole paragraph; I'm just quoting the part where you reference me for space. Indeed, a big part of what makes characters is how they struggle. To add to this and to be extra clear though: it's the choices the characters make in their struggle that make them compelling and relatable. There have been quite a few stories in recent years that present a façade of dramatic depth by essentially hurting the main character a lot, but the character doesn't truly struggle as the character doesn't make any meaningful decisions or struggle internally, so all you get is a façade of story depth. Essentially, struggle is key, but it isn't the act of throwing bricks at the character that makes things interesting; it's how the character reacts to the bricks being thrown at them and what they do to keep more bricks from hitting them or others in the future that makes the story interesting. Also, speaking of relatability, one interesting bit of character writing advice I saw was that relatability can certainly be good, but when writing a character, it is not something one should strive for. What one should strive for for making a great character are the following: The character be dimensional The character be fascinating "..." Compelling "..." Believable Things like, "relatable", "likeable", and "sympathetic" can be good things to have, but when a writer goes in saying, "I want this character to be sympathetic" that's dangerous as it can easily be misused and result in weaker characterization and story.
  4. I actually am an aspiring writer and I'm currently working on my own fantasy war novel, and struggle is a big part of storytelling. As for making the main characters doubt themselves, that's not always the case, but there's a good reason why it's often the case, and this article on TV Tropes sums it up quite nicely: Classical Anti-Hero - TV Tropes Basically, because pre-modern writings were usually plot-driven rather than character-driven, the heroes were often confident, bold heroes whose struggles were external and, if they had any flaws, they were in service of a theme or moral of the story rather than character exploration. Characters that were not this fall under the "classical anti-hero" trope; these were characters that had self-doubt, characters that had real vulnerabilities that they struggled with internally and worked hard to overcome. As stories became more character-driven, classical anti-heroes became more interesting because they fit the format and allowed for a lot more depth in storytelling, to the point where "classical anti-heroes" are more common in popular media than classical heroes to the point of pretty much phasing out classical heroes. The only ones left would be characters like James Bond, and even they often have a little bit of classical anti-hero in them whenever the story wants to do a bit of character exploration. Saitama still struggles a lot; it's just that his struggles are internal and aren't, "Can he beat the bad guy?" In fact, him being overpowered is the source of his biggest internal struggle: his never-ending boredom and depression from his OP nature. Beyond that, he struggles with getting recognized for his feats and even has to choose between finally getting recognition or ensuring that the public doesn't lose faith in the other heroes that actually gave their all. He also deals with the fallout of saving everyone in a way that unintentionally causes a ton of property damage (the meteor incident).
  5. …Oh; that's the arc you were referring to. I read "Sasuke arc" and was mistaken on which one you were referring to, My bad. That could work, it would help with the formatting, though it would lose the juxtaposition and parallelism that came from Itachi and Jiraiya's deaths happening almost side-by-side.
  6. That's a neat idea. I guess my main concern about doing three movies for part 1 is the fact that the main characters are 12-13 and ideally will need to still look 12-13. Pulling a Lord of the Rings on the trilogy (i.e. pretty much making them almost all at once) would help, but even one of them gets a sudden growth spurt or anything like that (like what happened with that Peter Pan film) could present a series of problems. Yeah; my plan was to cut search for Tsunade almost entirely; my plan was to just have Tsunade become the new Kage after Jiraiya refuses, and the scene where Kakashi confronts Kisame & Itachi and the scene where Jiraiya, Naruto and most importantly Sasuke confront Kisame & Itachi are combined into one. Naruto would probably find out about Kabuto's treachery (if Kabuto isn't cut; he probably wouldn't be but I'm leaving this here just in case) during Orochimaru's invasion that interrupts the Chunin Exams. Part 2 would be less of a problem in terms of the actor age thing because they'd be 15-16 by that point, so three films would be easier. I like that idea of separating out the Naruto and Sasuke stuff and I like that idea of cutting most of the Sasuke & Sai arc (which is something I even considered). Oh, yeah; I can see. Even though I didn't like that scene, I can see that it still has importance as Naruto and Sakura coming to a head about how they're going to handle Sasuke, with her trying to protect him by leaving him in the dark about her plan and trying to get him to stop pursuing Sasuke. Though, you could still possibly have the scene by keeping the stuff where she releases him from the promise he made to her and tries to tell him to stop, and it makes him suspicious or something like that. I think you could cut out the fake love confession and still keep those important parts of the scene if you're careful about it. It probably wouldn't have the same impact, but it probably could still carry similar weight and be a similar gut-punch. Yeah; there isn't really anything other than that that would lose anything by dropping the crush. Plus, if Kishimoto himself is saying that he regrets adding it as he always intended for Naruto and Hinata to be the official couple, he only added it as a red herring, and it became, "messy" in his eyes, then it probably can easily afford to be cut. Of course, I'd probably get a ton of angry messages from Naruto and Sakura shippers as well as have to watch them try and fail to review-bomb the movie (just look at how they reacted to The Last), but hopefully I could find someone to teach me how to block the angry messages while I play the shippers a sad song on the world's smallest violin.
  7. I didn't mean as a tank, but as a water-type Pokémon. I try to avoid type redundancy unless I'm going for a "all share one type" team or a "just the ones I want to try out regardless of viability as a team" run, and Bibarel is inevitable because it can be caught early on and can hold 4 HMs.
  8. I didn't say she is outright useless; in fact early in part 1 had her at some of her most useful moments by being the 1st one to figure out how to climb up the tree and in figuring out the answers to the written test. I'm just saying I'd have her keep up more earlier on in an attempt to account for the compressed nature of a film adaptation. It wouldn't have the episodes and episodes and it would have to pick and choose moments to keep, so I thought cutting some of the smaller moments where she outright isn't keeping up with Naruto and Sasuke would help. As for the hair-cutting thing, I agree with what you said about what it means for her character and said I would keep the moment; I'd just reframe it so that it amounted to something during the fight. The moment's good in terms of her character, but in terms of the fight itself, if I recall correctly (it's been a while since I saw the fight and I'd have to re-watch it), she cuts her hair to free herself from the sound genin lady's grip, but then she just proceeds to get knocked down. The paragraph was originally written with the idea of part 1 being all one film. I hadn't considered changing the Sound Genin fight itself, since it's the fight where Sasuke's curse mark activates and Sakura has that hair-cutting moment, and you bring up a good idea about changing the forest of death to better fit the movie format (my original thought was just to compress it), and thanks for reminding me about the Sakura vs Ino fight. Who said intentional? I didn't say intentional; I just said that their rivalry dynamic was antagonistic and that he starts off as a jerk because he's too concerned with his pursuit of vengeance to notice how he's treating everyone around him. At the risk of oversimplifying, what I was trying to say was that he learns camaraderie during the Land of Waves arc and then gives it up when he backslides and leaves the village, and (again this was a result of the original idea being part 1 as one film) compressing everything down to 3 hours at most would most likely mean either an extremely rushed development and equally rushed backslide, or having to keep one but not the other, and I have to keep the backslide, so my idea was to adjust how Sasuke starts so I could keep how he ends. Does that make sense? If there's a list of reasons to make part 1 two films rather than just one, making it so I don't have to cut one would definitely be near the top of it. By the way, regarding Sakura and Sasuke, what do you think of the idea of cutting Naruto's unrequited crush on Sakura?
  9. Thank you; I should've just said "moves" rather than grass-type moves.
  10. The weirdest part is that gen 4 introduced the physical/special split depending on the specific attack rather than the type, which makes Torterra especially weird. Sceptile at least was a victim of updates, with all his grass-type moves suddenly becoming physical attacks in gen 4 after all grass-type moves had been special attacks in gen 3. I was talking about main campaign viability as well. It has more good physical than that, though not much: wood hammer is powerful (but has recoil), earthquake of course, crunch can be situationally useful, and there's stone edge for dealing with fire, flying, and bug types (with the move for ice types being switch Pokémon) but is only available via TM and I can't remember when/how you get the stone edge TM in D/P/Pl. Yeah; Roserade is better for grass utility and Empoleon is better as a tank. But, I almost always went with Torterra, simply because I liked using Torterra, and also because I thought Empoleon is hindered by redundancy via Bibarel inevitably being part of your team.
  11. I wasn't treating a bit of lore in one game as a fact in other games; I was just pointing out an exception to something Dandy Druid had seemingly stated as a general rule. That's even why I specified, "In Marth's games".
  12. Almost nothing outside of the bits that Naruto referenced like the rinnegan. I assumed that Kishimoto simply drew ideas like the rinnegan and six-paths from it the same way he drew the Jiraiya, Tsunade and Orochimaru characters from a 19th-Century ballad, that he drew the Kaguya character from The Tale of the Bamboo Cutter and that he drew half the tailed beasts from various yokai: taking basic concepts and elements from them while reworking them into his own thing that fit his fictional world of shinobi. I see. As you can assume, that was definitely not my intent. As I said above, I figured he was simply drawing elements while leaving the context behind like he did with the various ballads and folklore from which he also drew ideas. My thought process was essentially, "Naruto juggled a lot of different ideas over its long run, and even then, the last part of Naruto suddenly threw in a lot of stuff almost at the last minute; if making a 3-4 film series, a fair amount of stuff would have to be cut otherwise the films would be overstuffed, unfocused and disjointed, and what's essentially the climax of the film series is going to be overstuffed with new info when things should be wrapping up. So, what were some things at the end that looked like they could be cut without creating problems. Well, there's that reincarnation stuff that was thrown in almost at the last minute around the same time as Kaguya was… maybe that?" Any suggestions instead for what could/should be cut or trimmed from the last part? At this rate, I'm thinking that the Violet Evergarden film idea would be far easier
  13. Oh, right; the first games used elemental styles. I still have yet to play the first games. I really should. Yeah; I agree about chips as main offence.
  14. You're correct overall, but I just thought I should point out that, in Marth's games, wyverns are a tribe of degenerated dragons.
  15. I loved Megaman Battle Network, though sadly, I didn't start playing them until Battle Network 5 (Team Colonel). I still need to finish Battle Network 6: Cybeast Gregar, now that I think about it. My question is, which to go with for attacks: battlechips or soul/cross fusion (and to be clear, this is an inclusive or, not and either or)? I could see battlechips be used for standard attacks, and then selecting a soul/cross fusion could work like Shulk's monado arts, but in addition to changing stats, they also change the other special moves or something like that.
  16. I know; the worst part is that only one is even a decent idea: giving one moldorm a weakpoint and then giving Link the Giant's Mask to defeat the other, rather than both being taken out by using the Giant's Mask. Even then, having to then judo-throw the second moldorm so the giant eye dangling out the back takes damage is just dumb, and that eye makes the red moldorm look like its mother was Armogohma. The freely swimming costing mana thing and the change to the ice arrows is also dumb; the latter is basically spoonfeeding the player where to shoot the arrow instead of letting them figure it out, and the former... you're a Zora; you should be able to naturally swim like a Zora without having to look for jars containing magic. I genuinely think the reason for the stark difference in how the two remakes was entirely due to how the two games are known both outside and within Nintendo: Ocarina of Time is the goose that laid the golden eggs; it's the big one that was influential on game design for years and the one most looked back on. Ocarina of Time remake changed as little as possible because the mentality behind it was almost-certainly that of, "Let's bring back the classic; don't mess this up." Majora's Mask, however, is the black sheep; the odd little quirky one of the franchise that's different from the rest; the one born from nightmares, daydreams and rush. The mentality behind that one's remake was probably, "Going through this strange little game again after all this time, what can we fix?"
  17. The owl statues don't even have the temporary quicksave feature in the original Japanese version; it was only implemented in the international version which lost a save slot to accommodate it, so you are correct about memory and hardware limitations. I think, however, that while it was born from the hardware limitations, they did turn it into something that fit the game; a new loop, a new start. It's annoying, but it fits. As for why it was so heavily altered in the 3DS Remake, the 3DS Remake changed a lot of stuff in an attempt to make things more convenient for players as well as bring the game more inline with the rest of the series. It certainly seems like a change born from the same mentality as giving all the bosses eye weakpoints when Majora's Mask was previously the only Zelda game where none of the bosses had weakpoints, and that mentality seems to have been "make it closer to the rest of the series to make it more accessible." While I haven't played the remake (nor have I completed the original since the last time I played it was when I was six), I have seen reviews of it and I've seen people play it and I think a lot of the changes are a mixed bag. I personally would've kept the time-travel save system and added the less restrictive save system as an option recommended for new players; that way you'd have the advantages of both.
  18. @Glennstavos Regarding Majora's Mask, remember that the game was rushed out in a year because the original plan was an expansion of Ocarina of Time before they decided instead to make a new game, and, as a result, Majora's Mask was a game quite literally born from the developers' nightmares and daydreams and I'm not even kidding: the scene where Link is cursed into a Deku Scrub came from one of Aonuma's nightmares that he had from the stress of the game's deadline, and the idea of the moon crashing into the earth came from Yoshiaki Koizumi's daydreams that he had during the game's planning stage. As for the save system, I imagine that the idea of tying it to going back to the dawn of the 1st day was for a bit of gameplay-and-story-integration: a new loop, a new attempt, with the owl statues acting as a similar system to the suspend system in a lot of FE games.
  19. I figured you were making that joke; I just wanted to make sure on the extremely off-chance it was a real idea so I wouldn't unwittingly call someone's legit idea a joke or something like that. By any chance, to you have a more genuine answer to the thread's question (as in what you would adapt and how)?
  20. @Maof06 I'm guessing that you're making a joke about Hollywood.
  21. It's okay. I realize that communication is not a strong point of mine and usually something in my head will clearly mean one thing and then come across as meaning something else entirely when other people hear or read it. Yeah; that's the problem I immediately saw with trying to adapt a long-running shonen battle anime into a movie format. My original idea was to split Part 1 into two movies, but I couldn't figure out where to cut it in half, and even though this is all hypothetical, pitching something that would require 4+ movies to get through would require such massive guts that they wouldn't fit inside the largest human, so I figured then to try to make it one film. After that, my idea was to maybe cut the Land of Waves arc entirely, but going straight from becoming genin to the chunin exams didn't make much sense. I suppose having everything up to the end of the Land of Waves arc could work be the first film and then Chunin Exams-to-Sasuke Retrieval be the second half could work, but then the first two films would have a really slow pace compared to the Shippuden films and it would be kind-of weird spending so much time in the first film on a conflict that doesn't tie in to the others when all the subsequent main villains and their conflicts do tie in to each other. As for Shippuden, the length of the war is one reason I'd have it that the first Shippuden film would cover everything up to the Invasion of Pain arc and then the next film would be 5-Kage Summit onwards, as that way the bulk of the second one would be the Shinobi War. What do you think would be a good way to deal with the nesting-doll-of-villains that the war arc has? Oh; to be clear, I was in favour of keeping the whole "lessons of the past" angle and everything; I was just suggesting that the reincarnation not be literal, but more of a metaphor of "let's not have the mistakes of history repeat themselves." Have the characters say, "What happened with the two brothers happened with 1st Hokage & Madara, and now is happening again with Naruto & Sasuke; let's try to break the cycle" or something like that. This was mainly something I was suggesting so that the film audience isn't getting too much suddenly thrown at them in the last film. By the way, was there anything you agreed with or any other suggestions you have?
  22. You misunderstand what I was trying to say; I'm in complete agreement with you about the point of the series; I was saying in the very paragraph you quoted that I dislike how people criticizing the show focus on "hard work vs talent" when I believe the protagonist being untalented was only written to be an obstacle, with the true focus of the story being Naruto overcoming his loneliness, and how I think stuff like the "self-made hypocrite" argument is completely idiotic and misses the point. I was just trying to say that I would, when going over the stuff happening in part 1, make it even more clear what the story is really about. Does that make sense now? I'll try to rephrase my paragraph to make it even more clear what I meant. Does how I've rephrased my paragraph make it more clear what I meant?
  23. @kradeelav I haven't seen that particular anime, but that idea for adapting it sounds interesting. Hm... I'm not sure what I'd do. I'll admit right away that I haven't seen much anime (see the spoiler tag below for the list): I can't think of a single one from that list that would be straightforward to adapt into, but I can think of two ideas. For space, I'm putting the idea for how I would adapt the anime in a spoiler tag under the anime: Violet Evergarden: Naruto: Part 1: Shippuden:
  24. Oh, I see. That makes sense. That could have worked, though Torterra did have options for rock-type moves via TMs: rock tomb, rock slide and stone edge (I'm just listing the rock type moves it had available, not how viable they are). Stone Edge in particular is pretty powerful, though 80 accuracy is definitely a concern. I'm pretty sure I even taught my starter Torterra one of them. I think Torterra's main problem in gen 4 was almost all its powerful grass type moves being special moves when it's a physical attacker (a reverse of Sceptile's problem in gen 4). You either had to obtain seed bomb via breeding or use wood hammer, which is a grass type version of flare blitz/brave bird (i.e. good accuracy and lots of power, but also lots of recoil).
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