tiggerkiddo
Member
I wish I could make cool BGs like this. I'd be set for life.
It's called getting off your lazy bum and working hard at your craft!
I wish I could make cool BGs like this. I'd be set for life.
This latter bit makes no sense, Green Scar. It's something I have to experience for myself isn't it.Rayman is notable just for how fucking good it looks- it looks spot on with Legends. I know the Ubi Art engine is designed to be super flexible, but it's an incredible looking game, and seeing that on a little screen is awesome. I bet it looks astounding on an iPad. As for how it plays, it's Legends if Rayman ran by himself. The challenge still comes from grabbing all the Lums, and it controls fairly well. That said, I'm only one world in (don't want to rush it, of course, it's only got 5 worlds each with 10 levels), and the second world introduces the hover which seems a bit unintuitive. Far from an endless runner, anyway- there's proper level design here, and it's incredibly fun.
Super Hexagon is the fucking worst. I love it so much.
SNK backgrounds are the besssst.Nah, it's cool. I really just wanted to talk about Unleashed vs Generations anyway. I just happened to come in when qq brought up that time when me Vajeet was talking about keeping the plot to 2006 and thought it was funny so I messed with him a bit.
EDIT:
Are you guys talking about 2D Backgrounds or somethin?
See, and that's why I don't like list threads!Nocturnowl said:Well it's always a fun read.
Lists without reasons lack that extra insight that makes listing things interesting.
That said mine was the barest of bare minimums regarding explanations.
It's called getting off your lazy bum and working hard at your craft!
This latter bit makes no sense, Green Scar. It's something I have to experience for myself isn't it.
I was looking at Rayman in the Play Store and I was wondering if I should pick it up. It looks so fantastic, and based on your impressions, I'm seriously thinking of picking it up now. The Ubi Art engine is one of the best things that I've seen in recent years, so anything that uses that is something that I want to pick up for sure. Thanks.
I don't know about a mod, but I found this. I think other people might be able to help out more, or at least the ones in this thread who are working on mods.Is there an infinite lives mod for Sonic Generations on PC? Aside from the game not being hard, having limited lives is pointless even if it was since you just continue anyway. They are fucking up the instant restart option when I get all perfectionist trying to speedrun a level. If I know I already fucked up I don't want to have to complete that run of the level but restarting uses a life. It's just a conflict of interests design-wise.
I said that out of habit.Who's Green Scar?
Super Hexagon is just relentless in the pace, the aesthetic and the challenge; having to constantly navigate obstacles as they shift shape and direction and everything is rotating and the amazing soundtrack is blaring and the background and foreground are flashing... GAH! It's really addictive, in a fun way. I can see why people like Wario boast about being high up the leaderboards.
Is there an infinite lives mod for Sonic Generations on PC? Aside from the game not being hard, having limited lives is pointless even if it was since you just continue anyway. They are fucking up the instant restart option when I get all perfectionist trying to speedrun a level. If I know I already fucked up I don't want to have to complete that run of the level but restarting uses a life. It's just a conflict of interests design-wise.
HEY...
...you forgot to change my name this time!
I should work on my stuff now though.
See, and that's why I don't like list threads!
Now ya guys get it!
How's the writing been going lately by the way?And I've been writing a lot more and it bugs me to see people let their talents get dusty and rot.
I've been working on some Mega Man-ish platformer. I know it sounded cliche but I've started on it (early 2005) before indie games became huge, so definitely no bandwagoning going on!Wait you workin on a game? What kind?
@Schaula, I'm glad to know some people appreciate it. I think even despite the Werehog that game deserves more credit than it's given. Everytime when I hear people discuss the return of Sonic it's usually Sonic Colors and Sonic Generations mentioned due to critical acclaim.
I've been working on some Mega Man-ish platformer. I know it sounded cliche but I've started on it (early 2005) before indie games became huge, so definitely no bandwagoning going on!
Even though I'm one of those that says Colors/Generations, Unleashed definitely deserves credit for changing the direction of the franchise into something I really like now. I just wish I could enjoy the Werehog segments but it's not really for me sadly.
That's awesome to hear. How far have you gotten into developing it?
I've currently been writing out design concepts for games. My latest one is MOBA designed for the Wii U. Really don't know how the hell I'm gonna make it (lack skills in 3D and Programming), but I want to write a fully fledged document just to have something I've completed game design wise.
About 11 of the 37 levels are finished. I've finished 3 levels early this month.
Wii U, eh? I totally would love to develop games for that machine too.
I said that out of habit.
Oh wow, I wonder if there's a demo or something. Something like "rotations" makes me think that I might get nau--...I'll look at gameplay videos. But I really want to listen to that soundtrack in context because it sounds awesomeeeee. Thanks, Coldman.
Well I got the rules, controls, mechanics, and economic system down. Pretty soon I'll be moving on to designing characters. I can draw a bit, so that helps. Afterwards I might put it up for later and work on something simpler (a endless runner), or my dream project.
Having finally gotten to play (the good part of) Unleashed via the mod, I can say that it confirmed what I'd always suspected of it from watching videos; it's a much more skill and memorization driven game than what's come after it, and despite how much I usually enjoy games like that, it isn't what I want out of Sonic. Give me secrets to find, and hazards to care about, and powerups to enjoy.
Sounds good! Starting on something simpler will help because it gives you an idea of what to expect from game development and helps you prepare for bigger projects.
Thanks! I'll check it out in a sec. I had no idea there was a free version anywhere.Sure.
There's a free version you can play here, but it's nowhere near as polished. It also runs like crap on my machine for some reason- dunno what happened there.
I loved the art and music direction in Unleashed, and it's a major part of the reason why I love the game so much despite its pacing issues and the battle music which detracts from the best music in the game to me (I love the night stage music a lot).I think the thing about the Werehog bits that frustrates people is really how stiff it feels at first. I recommend that most people level up the Werehog's combat abilities and it'll start to feel better on as you play with him. My only real beef with the Werehog was the spiked tight rope sections.
Other than that, the beautiful scenery definitely made me want more Speed Stages at Night.
Ahahaha. Oh yeah, I remember that. It's a shame it didn't catch on, really. I'm working on it now, so I'll hopefully get it up within the hour. I don't want to spend a ton of time on it (ie: more than two hours).Now? I got it since I was a wee lurker watching Stump desperately trying to get people to explain on their choices to no avail.
I wonder if they can combine the two to create a cohesive product out of that, because I really like some of the skill stuff in Unleashed, but I also enjoyed the powerups in Colours.Having finally gotten to play (the good part of) Unleashed via the mod, I can say that it confirmed what I'd always suspected of it from watching videos; it's a much more skill and memorization driven game than what's come after it, and despite how much I usually enjoy games like that, it isn't what I want out of Sonic. Give me secrets to find, and hazards to care about, and powerups to enjoy.
We have quite a few people in here like Dario ff, qq more, Pietepiet, Shadow Hog, Sega1991, etc. who do work on games, so if you want to start a discussion here about it, go ahead. I like stepping back and looking at what you guys talk about because I learn a lot from it!On a sidenote. I'm happy to come into this thread and know that there are some people into Game Design. One of the things I want to do once I reach Member is create threads centered on Game Deisgn and Design Philosophy. Something that I feel is much needed for both students, gamers, devs, and the industry.
Some kind of discussion on quality on mechanics, stories, visual, etc. and how it could be improved without comparing the industry to others like Film and Literature.
We have quite a few people in here like Dario ff, qq more, Pietepiet, Shadow Hog, Sega1991, etc. who do work on games, so if you want to start a discussion here about it, go ahead. I like stepping back and looking at what you guys talk about because I learn a lot from it!
Actually, if you wanted to look at one of qq more's games that he's been working on with other people, you can check out Emerald Ties.
I took screencaps of when I played it: one, two, three, four, five.
Thank you! And yeah, a lot of glitches/flaws were fixed. Sonic isn't as heavy anymore and all of the slow down issues are removed. (Most machines suffers during Polar Peak Act 2)
Sonic might feel a little heavy in that Emerald Ties demo, but I think qq said they fixed it afterwards? He'd probably know.
Ahaha, the only thing I'm good at is writing stuff up and critiquing. Maybe playing music, but I'm certainly not as talented as Falk, Andy, Jeff Ball, KgZ, Kozilek, Funk Fiction, etc. But yeah, this thread is definitely filled with talent, and I like seeing more of it come in here (especially in terms of art assets), so thank you!
I remember when Pietepiet made this and I saved it because it was so cute.
Actually, I think it's on his site anyway!
Oh, Pietepiet--if you see this when you're up--do you know when Luftrauser's coming on PSN? I saw a post about it on the PS Blog the other day.
How's the writing been going lately by the way?
Also I don't mind people telling me to work on my game. I've taken a long enough break.
I've been working on some Mega Man-ish platformer. I know it sounded cliche but I've started on it (early 2005) before indie games became huge, so definitely no bandwagoning going on!
Even though I'm one of those that says Colors/Generations, Unleashed definitely deserves credit for changing the direction of the franchise into something I really like now. I just wish I could enjoy the Werehog segments but it's not really for me sadly.
Dust?
Seeing the Animal Crossing thread reminds me how bad the Rune Factory 4 thread will be...hahaha...-sighs-
Regardless, the first Phantasy Star game is regardedmuch like Dragon Quest, Ultima, and Final Fantasyas one of the pioneers of how console RPGs are played. It was praised for using a false 3D perspective for its dungeons (likely to create immersion). Designer Reiko Kodama had intended to do something different with Phantasy Star. She had wanted to create an RPG that starred a female protagonist, an RPG that had 3D dungeons, an RPG with intricate monster animation, and something completely different from the theme and setting of Dragon Quest
Phantasy Star I was Segas first 4 Mb cart, due to its graphical prowess and how much stuff it had. For its time, its battle system and party join system was considered to be rather admirable. Characters had personalities, the dialogue cutscenes were gorgeous, battle backgrounds were immensely pretty, and dungeons were a visual feat. It was one of the first games to feature animated enemies during encounters. And obviously, Alisnext to the likes of Samus Aran of Metroidwas deemed as one of video gamess first female heroines whose push to get the plot rolling was out of a personal mission (in Aliss case, it is borne out of revenge and becomes something much more than thatakin to the likes of social justice). She is therefore considered to be one of the better-written female protagonists. (This is me being a bit personal here, but this is truly how I feel about her.)
I can easily recommend Chrono Trigger to both new RPG players and veterans. The background art, by Yasuyuki Honne, is incredibly appealing because of its attention to detail and beautiful use of colour (something that will become recognizable in many Monolith Soft titles and Chrono Cross)... The spritework is detailed, the animations are so detailed and wonderful to watch in action. The Mitsuda/Uematsu/Matsueda soundtrack demonstrates so much compositional synergy, catchiness and beauty throughout. And the story is just utterly delightful and tragic at the same time.
But the battle system is truly what shines in this game. Dubbed ATB 2.0, Hiroyuki Ito & co. amped up the familiar ATB system found in previous Final Fantasy games (starting with FFIV) and developed it into a system that takes into account party synergy, combo attacks, timing (helping make the speed stat being one of the most important stats in the game rather than sheer power), the importance of healing, both difficulty and ease, and enemy positioning for linear, group or single attacks. Its a beautiful system. There is never any right or wrong party because each party member brings their own special abilities (everyone but one character has a healing spell, for instance), and players can customize their parties for efficiency, favouritism, etc.
The turn-based RPG Suikoden II takes place 3 years after the original game in the City-State of Jowston. The player controls Riou who, along with his best friend Jowy Atreides, acquire halves of the Rune of the Beginning, and are drawn into a devastating and bloody war. Together, they learn about the fate of those who bear the halves of the True Rune, how truly destructive war can be, and how war changes people. Suikoden IIs various systems are more polished than those of its predecessor. It uses a 3-rune slot system (up to 3 runes may be equipped per character), has a dash button, and features massive tactical war battles. The player can recruit 108 (and more) characters to join their cause. These characters will either be playable in battle or open up minigames in the protagonists castle. Suikoden 2 established the importance of canon within the series, allowing the player to import their save file from Suikoden for an extra quest.
What I love about the GS games is that theyre fast and they have respect for the players time. The games combat arent exactly much to lavish praise over outside of combination attacks, rune spell effects, rune combinations, etc., but to GS2s credit, it made a lot of those things lovely to watch, and thus they truly felt like they hurt whenever they were used. Combat is fast and efficient and you can get battles done within one or two rounds because the games arent that hard, and everyone executes their commands at the same time depending on their speed stats. You may now equip up to three runes on one character, and if the character is proficient with spellcasting, he or she may combine higher-level magic-based runes to create an enhanced combination attack with both.
999: 9 Hours, 9 Persons, 9 DoorsIll just lump all three of these in together because theyre the reasons why I decided to get back into handheld gaming with the DS. Ive never been one to play rhythm games before, but these games made me give the genre another look. Combining story with rhythm gameplay and adequate covers of mainstream songs makes for an incredibly joyful play experience for all three games. It was well-worth getting a DS for these games, as they showed me what a DS can actually do, and they afforded me a lot of entertainment during my commutes to the city.
Ive played a lot of DS games, but this is probably the only DS game that used the DS screens to convey a narrative in a very creative way. It gets huge technical points for that. It isnt for everyone. Not everyone gets enjoyment out of digital novels, and most will feel like its a passive experience. If you like to skip cutscenes in favour of watching the next explosion, then this game will not be for you.
Improving upon a "perfect game" formula is probably the hardest thing developers can do. But they truly did this by introducing minor tweaks. The original glitches are still in there to exploit, so some players wont feel like theyre missing out. Grezzo was only willing to adjust and enhance it so much, and it speaks to the respect they showed to the original source version and the development team. If things were omitted or changed drastically, I would have called it messing with perfection.
In my opinion, the good definitely outweighs the nitpicking in this version. Id like to consider it the definitive version of The Ocarina of Time. Nothing is taken away from this version in terms of the narrative, the music or the pacing. This game is being released to reach a new generation, but its excellent for veterans who wish to take the game along with them, or who want an extra challenge. This remastered version shows that The Legend of Zelda: Ocarina of Time is timeless, and truly a game for the ages.
To be fair, I'm a huge Zelda fan, so my opinion probably won't matter as much out of bias.Some one else who likes Skyward Sword? Yay!
But I always thought that was such a wonderful entrance in terms of setting the tone for the entire world, though. It acts as Bowser's last stand, and he's called in the air and ground brigade for you. It may be a bit repetitive, but lordy, it's such a wonderful way to set the stage for the final showdown, and it effectively puts your platforming skills (and possible weapon usage) to the test in an endurance run. Just make sure you've got those P-wings for an easier time.I was worried when I didn't wake up to a tome but now all is well, appreciated as always.
Ice World is totally better than Dark World though, I could do without another 6 odd airship variations.
I'm working on an NES homebrew game that's still in the "amorphous blob of ideas and half-coded basic functions" stage.
Actually it's more concrete than I'm making it sound, but yeah. Not evne in a remotely playable state at the moment and coming along veeeeeeeeeeeeeery slowly. Handling everything (design, programming, graphics, music, etc) myself, so it's taking a while. I'm taking my time with it though.
You need any help?
it bugs me to see people let their talents get dusty and rot.
I remember when Pietepiet made this and I saved it because it was so cute.
Actually, I think it's on his site anyway!
Oh, Pietepiet--if you see this when you're up--do you know when Luftrausers is coming on PSN? I saw a post about it on the PS Blog the other day.
Oh wow! I'm really excited for the final product, here. I can't wait to get my hands on it, myself. Looking forward to it whenever it's out, though!Hehe, thanks! And I'm not sure, actually. The game is still being worked on (though I think the GameMaker version is done. We like to test things in GM before porting it to other engines 'cause it's a lot faster to prototype with). Soon, though! We're very close to the end! My part has been finished for a while now
Been keeping up with it a little ever since I saw Blaze mention it around here. Really impressive stuff.You guys been following this stuff?
https://www.youtube.com/watch?v=SM9ri1o6rbk
https://www.youtube.com/watch?v=WcuZHuHWG0c
I just feel like I had my fill of scrolling cannon and wrench filled stages by that point, i'm not that big a fan of the airships in general really, give me my beloved Castles any day. Though at least they did switch up the type of vehicle. By comparison SMW didn't feel so much like Bowser's Last Stand as all the stages surrounding it that weren't castles or forts could probably sit in vanilla dome without feeling out of place in difficulty and visually, inconsistent difficulty is kind of SMW's thing I figure from my last run.But I always thought that was such a wonderful entrance in terms of setting the tone for the entire world, though. It acts as Bowser's last stand, and he's called in the air and ground brigade for you. It may be a bit repetitive, but lordy, it's such a wonderful way to set the stage for the final showdown, and it effectively puts your platforming skills (and possible weapon usage) to the test in an endurance run. Just make sure you've got those P-wings for an easier time.
As for Ice World, I never liked the physics change for that, lol. I mean, I like the tiles used here, but Ice World and I never got along all that well.
Well, if you wanted me to do any writeups for anything in my original list that isn't included in that writeup, I will do so when I wake up later on. I'm kinda itching to do a Link's Awakening one, since that's my favourite 2D one at the moment.
AND WHAT A TREAT IT WAS!I like how they brought back the prototype Sonic Adventure camera for Sonic Heroes. That's what you call fan-service.