YianGaruga
Banned
That's almost guaranteed to be a misunderstanding
come one
That's almost guaranteed to be a misunderstanding
come one
Figure that people might also be interested to know that Skullgirls on Vita supports local multiplayer on PSTV, too!
Sync up two controllers and you can play each other just like the console versions.
...Are we the only game that actually uses this feature?
Damn, you don't fuck around!
Beat me in both threads!
Happy to answer any questions anyone has here about this, though.
Nidhogg supports multiple controllers on PSTV.
PS+ looks good next month. I've had my eye on Nova 111 and Helldivers for a while.Helldivers (PS4/PS3/PS Vita)
Nom Nom Galaxy (PS4)
Persona 4 Arena Ultimax (PS3)
Grid Autosport (PS3)
Lemmings Touch (PS Vita)
Nova 111 (PS4/PS3/PS Vita)
PS+ looks good next month. I've had my eye on Nova 111 and Helldivers for a while.
Must be 20 years since I played lemmings though, is it a straight port or a remake?
Must be 20 years since I played lemmings though, is it a straight port or a remake?
That's a shame, thanks anyway.Neither. It's a new game and not a very good one at that. Visually it's one of the most amateurish things I've ever seen published by Sony.
Sekai Project is making their own ports, so we don't know what the game sizes will be. But you know, if they're clever they could make use of the fact that (I imagine) all 3 VNs share a bunch of assets, so they wouldn't have to include each of those on the cartridge 3 times.
Yes, because they couldn't work things out with the developer that did the Vita port in Japan. Sekai Project was always going to do the Vita port themselves (along with the Mac/Linux ports)I thought the only thing they were porting is the Vita version to PC.
Are they doing a Vita Port to PC then port that version to Vita?
Yes, because they couldn't work things out with the developer that did the Vita port in Japan. Sekai Project was always going to do the Vita port themselves (along with the Mac/Linux ports)
Except for Root Double.
I was talking about Grisaia specifically, but yes. For WEE I don't think there's even an existing Vita port they could have possibly negotiated.
the devs still get $$$ from Sony when you download it for "free"I know it's childish but after NomNom Galaxy Vita was cancelled I didn't want to give them my money. So getting it for "free" sounds great because it seems like a fun game to play on the V(RP).
I didn't even like lemmings when it was new (back on the Amiga) so I think I'll skip it this time.
PSTV only supports DS3s an DS4s, as far as I know.
Yes, because they couldn't work things out with the developer that did the Vita port in Japan. Sekai Project was always going to do the Vita port themselves (along with the Mac/Linux ports)
I was talking about Grisaia specifically, but yes. For WEE I don't think there's even an existing Vita port they could have possibly negotiated.
the devs still get $$$ from Sony when you download it for "free"
Any info about the quality of Lego Marvel's Avengers?
Can you link me the discussion please? I'm curious!Fog.
Somebody in the vita thread has provided a two sentence review.
Post #369 and 374Can you link me the discussion please? I'm curious!
Any info about the quality of Lego Marvel's Avengers?
Here's a video from Blue Maxima on the Vita version. Haven't watched it myself yet (at work), but take what you will from it.....
http://youtu.be/0i0X4-mzw9o
I'd kill for Downwell on Vita
I'd kill for Downwell on Vita
Yeah that would be great
Figure that people might also be interested to know that Skullgirls on Vita supports local multiplayer on PSTV, too!
Sync up two controllers and you can play each other just like the console versions.
...Are we the only game that actually uses this feature?
It's not as crisp as the console versions, but I still think it looks pretty good.
The sprites are half the res of the console versions. There's some stair-stepping because the screen is 75% of 720p, but this is the best performance/visual balance we could find.
For performance purposes we had to use 2D backgrounds, remove the point lighting effects and reduce the sprite smoothing to reach an acceptable frame rate.
The port took a while because what we do to make SG look the way it does does not really agree well with the Vita hardware. The way we use shaders and lighting, in particular, really stressed the system so it took a fair amount of work to work around those limitations.
Yes, text and spoken languages can be set independently from each other.
It'll default to your system language text / English voices on the first boot, but will save whatever you customize after that.
Also, PM me about the press thing, please!
We'd like to do limited run physical PS4 and Vita releases, but that probably won't be until after the lobby patch is released.
If/when it happens, there will likely be some kind of pre-order scenario so we're not making a ton more than we need.
Backgrounds are using the static 2D option from the PC version. We really wanted to keep the 3D backgrounds, but the performance hit just wasn't worth it.
The only stage that I think really suffers from this, I think, is Robo-Fortune's train stage since that was the only really "animated" stage in the game.
And the buttons are remappable, and we have front-screen macros to help with the lack of L2/R2, as well.
Saw the photo but wasn't sureIsn't it already in development for vita?
Got to thank the 3DS for that, I guess.Fog.
Somebody in the vita thread has provided a two sentence review.
You're wrong.
I'm really hoping we see it eventually, I have fond memories of the GB original (less so the GBA remake).Adventures of Mana comes out next week in Japan on Vita/mobile
and also in the west on mobile ;_;
At least we'll get some impressions I guess