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Video-Assisted Ludic Interactive Systems Anonymous 10/06/2021 (Wed) 10:33:43 No.1 [Reply]
Hello and welcome to /valis/, a place to discuss video-assisted ludic interactive systems and miscellania regarding their function, implementation and venues where we can find them. Anything that uses a video signal return that also gives feedback after we commit an action on an interface for the sake of entertainment can be considered here; i must mention i'm going to try to be as off-hands as i can be regarding discussion but we are still bound to follow our hosts' rules plus some comments of mine: 1. Follow the global rules, which are based on the Romani 2012 Criminal Code. They can be found at our Home page but in short they state that we should: a) Avoid posting or requesting information that might harm something or someone, these include social security and/or financial card numbers, registration plates, an asshole's physical direction, comprehensive government structures' layouts, etc. b) Avoid posting sexually suggestive images of individuals from the genus Homo that were under 18 years old, or might appear under said age without ID confirmation, when the images were taken. b.i) In this segment images of "juveniles simulating sexual behavior in a credible manner" are also included, meaning realistic 3D renders are prohibited. Such are the drac laws. - Because of what constitutes "suggestive" is a subjective matter, the "Bas" Dost test can be performed by a judge (in this case the BO or A.C's administration). - It contains 6 questions or factors that constitute if the poster is guilty or not, the number of positives to give such judgement is where the controversy begins but to keep it simply i'm going to state that: If it is suspicious that's a spoiler, if it turns me or a vol on that's a delete, if it is highly arousing to any man then that's a ban - You might back an argument up under U.S. law but this site is based on gypsy land, so we reiterate an urgent appeal to avoid these images. 2. Off-topic discussion might happen naturally in the course of a discussion as one can make a passing comment on many things as consequence of the subject at hand but staying on-topic should be very important, creating off-topic threads and heavily, belligerently deviating a topic discussion are no-go's. 3. Despite /valis/ allowing the subject it is crucial to mention the board is not specifically a video games board, any kind of warring, tribalist and/or self-ID attitude from past and present boards strongly associated with such topic will probably be deleted with a warn or ban depending on the case. /valis/ is a clean slate, board of peace for some to enjoy :^). 4. In the meantime Meta content should be posted here >>3 to make things faster and cleaner for all of us. 5. Spoiler gore and other NSFW content if possible because sensitive ones might bug and harass our host's administration if otherwise. We are currently classified as NSFW but some still don't care. 6. Do not spam senselessly; "spam" will be considered the action of posting more than 5 times something tertiary to the topic at hand or from the reply chain.

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Edited last time by Bouncer on 10/08/2021 (Fri) 19:05:23.

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Squeenix Thread Anonymous 04/27/2022 (Wed) 20:49:28 No.2293 [Reply]
>Agni's Philosophy demo came out exactly 10 years ago >Squeenix managed to not realize the only unique and original vision they had in over a decade into an actual game In other news >No news about FFXVI for 2 years now Another clusterfuck incoming.
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>>2365 I'm so goddamn tired of shitskins everywhere...
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>>2645 even japs do it now
Fuck I wish they'd make a PS1-era final fantasy with modern grapix and shit... >>2632 >I wonder how will they fuck it up Nigger lead. Screencap this.
>>2671 >Fuck I wish they'd make a PS1-era final fantasy with modern grapix and shit... This was my long-cherished dream for games in general but RE Numakes made it clear that pre-rendered/fixed camera games are completely out of favor with normalcattle and are never coming back. Even despite the praise that the GC REmake HD received. All I ever wanted to see was a 5th gen pre-rendered style RPG done with all the power of modernity. But even as far back as early 00s they were already prioritizing conventional 3D style for everything.
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>Forspoken May Be Delayed And Replaced With Final Fantasy 16 niggers BTFO

/vgmg/ Vidya Game Music General Anonymous 02/11/2022 (Fri) 09:53:39 No.1895 [Reply] [Last]
Current pastebin link: https://pastebin.com/Pdr931hQ For the past years, this subject has evolved greatly but it is best to start with something a little simple. Atari, the once mighty giant, had poor design choices after their success with the 2600. They have committed the biggest sin of all, which was neglecting the sound hardware for their 8-bit gaming console, the 7800. While the 7800 had native backwards compatibility with the 2600, it lacked any sustainable sound chip other than the TIA chip from the 2600. However, the designers of the console alleviated this by having developers implement the POKEY chip in their cartridges with little costs. Although, this was dropped as soon as Jack Tramiel bought out Atari and restructured the company. The POKEY chip was primarily used in Atari's arcade cabinets and 8-bit home computers. It was most notable known for being used in Lucasfilm Games's Ballblazer for the Atari 7800. The theme Song of the Grid rip Russel Lieblich had some interesting origins, from the Wikipedia article: Ballblazer's theme music, called "Song of the Grid" and heard between matches, was algorithmically generated, a technique designed by Lucasfilm Games team leader Peter Langston and called "riffology". The lead melody is assembled from a predefined set of 32 eight-note melody fragments, or riffs, which are put together randomly by an algorithm that also makes choices on several parameters including "how fast to play the riff, how loud to play it, when to omit or elide notes, when to insert a rhythmic break". The melody is accompanied by bassline, drums and chords, which are also assembled on the fly by a simplified version of the above approach. In effect the music plays forever, without repeating itself but without straying too far from the original theme. Langston, an experienced jazz, rock, and folk musician, said of Ballblazer's music: "One reviewer, an eminent jazz player [Pat Metheny], said it sounded like John Coltrane did it. I think that's my best compliment so far." The Atari 7800 version was one of the rare releases for the system to use the POKEY additional sound chip. To pose some questions: Who is your favorite vidya composer and why? Which vidya generation, other than the 1st and probably 2nd generation, has the best music? What is your favorite sound chip?
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Dawn of Mana, or Seiken Densetsu 4, is a somewhat questionable entry into the series and being a Square game it has a very expensive epic score that's maybe a tad generic, but there's also this rockish undertone to it spicing things up a bit.
Dark Native Apostle is a rather bizarre 2001 PS2 puzzle/platformer/action game from Hudson of all people. It's one of the earliest games to utilize cell-shading technology but the really cool thing about it is that late '90s techno sound that only a very small portion of 6th gen games managed to catch.
Drakengard 2, arguably the best in the series and more well known for begetting the Nier franchise, has a really interesting score.
Eternal Ring is an early From Software game, from back when they still used to make something other than Souls games. It's somewhat notorious for its eccentric score that doesn't fit anything happening on the screen but that's kinda part of its charm.
So Even of Extinction is a somewhat clunky but fun early 2000s beat' em up with an admittedly solid OST that also channels that 90s techno goodness.

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Fightan Vidya Anonymous 05/23/2022 (Mon) 20:11:15 No.2694 [Reply]
Why are fighting games dead? Is it something that fell out of favor with normalfags? What's your favorite fighting game/series? I'm a Tekken man myself. Do you play with a fightan gamepad like a good lad?
prbably died out together with the arcades
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It is interesting why certain branches of gaming die despite being popular for a long time. Has something to do with the current year no doubt, needs some profound pondering.
>>2694 >Why are fighting games dead? Arcade games are dead, and with them difficult games in general. >What's your favorite fighting game/series? I'm a Tekken man myself. Tekken3 had such a strong impact on me from a young age that I'm probably always going to be in it's grip in some respect. I really enjoyed bloody roar extreme and wish there was a more coherent transformation 3D fighter. Some sort of limited air-movement magical girl 3D game would be my dream game, I guess, but these days I play tekken. >Do you play with a fightan gamepad like a good lad? I payed $500 for a fightstick only to discover it's basically a $2 piece of trash in a plastic box. Jesus fucking christ you people are scum and I hope the sanwa factory explodes and blinds you all. Where the fuck is the analog stick? What is this shit? The introduction of a space between actuation and release on any input device should be a crime punished by being tortured to death. It's ((current year)) and you'd have to file down the stems on keyboards and add shit to the springs or some shit to have a half functional device even though we had joysticks in the fucking 90s.
>>2698 >Arcade games are dead, and with them difficult games in general. fightan games survived way into arcades being dead tho >I payed $500 for a fightstick only to discover it's basically a $2 piece of trash in a plastic box yikes, but i feel ya, buyong joysticks nowadays is a gamble, they look nice but are cheaply made. I had to repair several myself
I remember really getting into fighting games in the mid '00s with Tekken 5 and Soul Calibur 3 and Guilty Gear XX and Virtua Fighter 5, and many more. Even M*rtal K*mbat. But after the '00s it all started getting kinda messy and I started to lose interest.

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The Absolute State of Play Anonymous 03/10/2022 (Thu) 18:27:55 No.2181 [Reply]
I just realized that PS5 came out like 2 years ago and they're still doing the PS4/PS5 cross-gen promotion, holy fuck. In the previous generations the promoted cross-gen would last for like 6-7 months, after which the new gen took over. But they're still doing it because there are no games. What a fucking mistake this 9th or whatever gen was. You're asking people to spend up to a 1K on a console from some scalper online, the games look barely different from your previous console - certainly to an average person, most of the games are ports and remasters from the previous gens anyway and then there are barely any new games at all. But gayming somehow still makes money.
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>>2683 >Without it the skin is dead and plasticky - something that no amount of lighting will fix Well yeah, it's the culmination of the different aspects of rendering that create a realistic image, one without the other isn't as effective. >we now use words like "a bit" in regards to comparing the state-of-the-art movie CGI It's that bit which makes all the difference, and I wouldn't call that comparison example cutting edge by modern CGI standards (indeed that same production company produced The Polar Express, a film often cited as an example for how not to do realistic CG). >Become Human is a 4 year old game made on the very cusp of staring to utilize ray tracing Become Human doesn't use raytracing though (and it's still too processing expensive to use for AAA outside of smaller details like reflections). Quake II RTX is an example of a true raytraced game, which makes the impact the tech has on lighting very clear. >Look at these Matrix Reloaded renders, a bit dated but that's a 2002 tech Yeah, rendering across a server cluster with at the time absolute cutting edge hardware. The most realistic real time example at the moment is (fittingly) The Matrix Awakens, which even in its best moments doesn't meet the fidelity of those Reloaded examples. >They think the Lion King 3D remake is just like real life I mean many people complained about the uncanny quality of that movie (and even then it is visually way beyond what a current console could hope to do). >we pretty much do with the backgrounds Until you notice some low polycounts here, a low resolution texture there, an obviously fake reflection. Or even the fact that so much of your typical game world is a static immovable mass. >Nearly so with humans as well, only depends on the technique and proficiency There's a good reason the big VFX houses use those server farms, getting things to genuinely hold up to scrutiny takes a lot of computing power. >normalbobs won't notice any improvement from here on out It doesn't take a savvy eye to tell the difference between Become Human and The Matrix Awakens, and it won't take much looking to see the difference between that and the next benchmark for game graphics, people once thought that games like Far Cry (2004) were as good as it was going to get after all.
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>>2685 >one without the other isn't as effective Without subsurface scattering it's pretty much all ineffective though. There are examples of great everything but no subsurface scattering, and it looks like a PS2 cutscene. >I wouldn't call that comparison example cutting edge by modern CGI standards I wasn't calling it cutting-edge by modern standards. Earlier I said: >Sometimes more impressive than the actual movie CGI from like 7 years ago. Again, my point here was that we're at a point where we compare game graphics to movie CGI one way or another and unless you're savvy you will be hard pressed to tell the difference. >Become Human doesn't use raytracing though That was my point, it's an "older" game made when these newer technologies were only starting to get utilized and it looks that good. Now imagine their next game fully utilizing ray tracing and other new stuff. >The most realistic real time example at the moment is (fittingly) The Matrix Awakens, which even in its best moments doesn't meet the fidelity of those Reloaded examples. Entirely a proficiency problem. The guys doing it aren't good enough to pull it off - the tech is clearly there. Again, we only need to match the look, not the actual tech. Those Become Human faces don't do anything fancy to look that good, and that's an outdated last-gen game. >I mean many people complained about the uncanny quality of that movie A very small minority. Normalfags think it should be called live-action because they can't tell it apart. >and even then it is visually way beyond what a current console could hope to do Technically, not visually. You already can make a game look like that since all it does it basic photorealism and games can do that now. >Until you notice some low polycounts here, a low resolution texture there, an obviously fake reflection >getting things to genuinely hold up to scrutiny takes a lot of computing power

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>>2687 >unless you're savvy you will be hard pressed to tell the difference I wouldn't say it's hard to tell the difference between game graphics and semi-old CG films (indeed those older Reloaded renders are more realistic than the Beowulf example, as mentioned the production company behind it don't have an amazing track record). >Now imagine their next game fully utilizing ray tracing and other new stuff Well this was the original point, that there's still ways to improve the realism of games beyond what we have now in a tangible way. >Entirely a proficiency problem. The guys doing it aren't good enough to pull it off I'm not sure about that anon, Awakens was an in-house production by the Unreal Engine team, those guys know their shit and have the added benefit of understanding the tech inside and out. >You already can make a game look like that since all it does it basic photorealism and games can do that now I'd be amazed to see a game with that level of fur simulation (the best example I can think of is something like the effect used in Starfox Adventures and the Xbox Conker remake but that's not even close). >"hey, my games look like real life already, why do I need to buy PS7?" They don't though, there's very impressive examples but there's always details that stick out as artificial, there are shortcuts you can take but all of those cut corners add up to dispel the illusion. >it doesn't jump at you unless you're a tech savvy guy I would say picrel is a pretty obvious jump anon. >Well that's true for every gen, people once thought SNES was as good as it's gonna get Doesn't that suggest though that there's improvements beyond PS5 that we'll see with the next gen, the fact that people always think we've hit the limit? >you couldn't pass its screenshot as a photo even to the most casual of plebs. You can now Well let's look at your examples (I will say the color grading of those ENBs is very nice though):

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>>2691 Anon, we went through this like 5 times already. We're not talking about in-games graphics reaching the amount of polygons, shaders, bamp maps and so on of a movie grade CGI. We're talking about it looking like it's a movie grade CGI. Because the threshold for perceiving something as realistic or high-end CGI is way lower than a state-of-the-art model with each individual hair rendered and ray traced. And we've reached the level where even in-game graphics can produce movie-tier looking images. Not replicate it on a technical level, but reach the similar end-result. Are we clear on that? There's no tangible way to improve on this. Humans just look like humans in games now, there's enough polygons to simulate that and the lighting is good enough to lit it in a natural-esque way. That is really the threshold, everything else from here on out is just window-dressing for the tech savvy nerds. >Awakens was an in-house production by the Unreal Engine team, those guys know their shit and have the added benefit of understanding the tech inside and out. Knowing how the engine works has nothing to do with the ability to recreate real life, you need a completely different set of skills and knowledge for that. They did what they could to the limit of their abilities. I can guarantee you that if they asked some Pixar guys or Quantic Dream guys to help them out the end result would have been drastically different. In fact, looking at Unreal's attempts as photorealism, they kinds suck at it in general. >They don't though Aaghh anon, I'm talking about normal fucking fags. Yes they do, to them. >Doesn't that suggest though that there's improvements beyond PS5 that we'll see with the next gen, the fact that people always think we've hit the limit? No, because the limit has been there since day one - "what if games could look like real life haha, wouldn't that be rad". That has been the dream goal for every new generation, though up until a certain point most devs didn't even try for the obvious lack of tech and instead created their own artistic visions of reality. Well, they are now, there's nothing beyond that sadly but obviously. And now you also can't go back to the wonderful visual creativity but it would look like a step back. That's why I hope normalcattle grows tired of boring photorealism. >Well let's look at your examples Anon, the screenshots I posted will literally pass as photographs to an untrained eye if you print them in some magazine somewhere (minus the character models, we're talking backgrounds here as I mentioned). These are in-game graphics from a 7 year old game with a new lighting rig. You can nitpick them but they in fact look like real life at a passing glance. There's no improving on that. Will the poly count be improved in 5 years? Yes. Will lighting be improved in 5 years? Yes. Will anyone be impressed with a photorealistic image before their eyes in 5 years? Not really, because they already saw it. >but all of those cut corners add up to dispel the illusion If you freeze frame the best CGI ever made and start scrutinizing it you'll find plenty of things that dispel the illusion. The illusion is sold through the larger picture which is what we're talking about here. Photorealism is basically a gimmick, it's impressive once, it doesn't matter if what you saw was the illusion or a mega rendered super model, you're not gonna be impressed the second time when it is a mega rendered super model. >I would say picrel is a pretty obvious jump anon. Only in a direct comparison to arguably one of the best photorealistic renders ever produced. And we're still talking about a 4+ year old game from the previous gen. I said it already, you show that Beyond head to a random guy on a street and he'll say it's from some film. >but humans see reality every day, we know when something isn't right even if we don't have the words That applies mostly to humans, the uncanny valley, you can go on jewgle and find countless incredible photorealistic images that fool your eye but finding even a single 3D image of a human face that passes would be a challenge. We're biologically evolved to communicate through faces after all.
>>2692 >We're talking about it looking like it's a movie grade CGI Yeah but it straight up doesn't, that's the point. If you want to talk about games beating movie grade CGI, then we can say that basically every game from PS2 onwards looks more realistic than Toy Story 1's human characters. >Because the threshold for perceiving something as realistic or high-end CGI is way lower than a state-of-the-art model with each individual hair rendered and ray traced Maybe so but games have not achieved this yet, there is still an obvious, easy to see difference between something rendered in real-time with a consumer-grade GPU and something rendered on industry grade hardware over the course of days and weeks. >Not replicate it on a technical level, but reach the similar end-result. Are we clear on that? What is your definition of similar? A lion from the Lion King remake rendered without all of the fur is not similar enough to be as perceptually realistic. By that standard we could say that Max Payne 1 is photorealistic because they slapped actual photos on the character faces and environments. >There's no tangible way to improve on this This argument makes no sense, there are things that aren't presently being rendered in game graphics that enhance the visual realism of the scene, as hardware progresses and these technologies become more feasible by definition you're improving on the realism of the visuals. >Humans just look like humans in games now, there's enough polygons to simulate that and the lighting is good enough to lit it in a natural-esque way Sure they look more realistic than they used to but they aren't realistic enough that you can't tell that they're game characters. >everything else from here on out is just window-dressing for the tech savvy nerds You don't need to be savvy on this stuff to know that something looks more like real life than something else, it's a matter of perception, not knowledge. >Knowing how the engine works has nothing to do with the ability to recreate real life, you need a completely different set of skills and knowledge for that I mean they literally wrote the thing themselves and understand all of the rendering technologies that went into it, they even had access to resources from the films and referenced them heavily (including numerous scene recreations). >if they asked some Pixar guys or Quantic Dream guys to help them out the end result would have been drastically different These days Pixar uses stuff they commissioned from Maya (as well as various in-house utilities of course). Quantic Dreams next game may well look better than Awakens, but as it stands Awakens shows a very obvious improvement in fidelity compared to Become Human.

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Handhelds Anonymous 01/16/2022 (Sun) 20:42:50 No.1760 [Reply] [Last]
Vita was the best handheld ever made, prove me wrong. Pro tip: you literally can't. Have you seen those dual analog sticks? Those perfect dimensions? It's sad Soyny failed to support it properly, not realizing what they had on their hands, instead treating it like a PS3 periphery, a second-rate product. Shamefur dispray.
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>>2585 >too bad most of them were actually natively developed for the Vita first and foremost No fucking shit they were developed for Vita, that's what a port is. That's supposed to make them good somehow or change the fact that it's just a bunch of downgraded console ports? What a cope. >the ports were the best ports Yeah I'm sure they played so much worse on PC and PS3 with better framerate and resolution lol. >PSP not a normalfag-pandering machine >compared to anons on an alt-chan for a low-selling niche handheld What does this complete gaslight non-sequitur have to do with what was said? Appealing to normalfag charts is not an argument. >I dunno anon That is very apparent.
>>2599 10/10 bait, you had me all this time honestly; I'm genuinely impressed. Here's my final (you) out of respect.
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>>2583 >your opinion doesn't matter >my totally not biased fanboy opinion does Lmao ok bro, enjoy your console I guess
>>2633 my whole point was that it wasn't my opinion alone, there was literally a plurality of anons who were confirmed to have fun and played them enough to create recommendations for a project. Your argument about "bias" holds literally no weight, and considering you only speak in vague terms like how you could totally find a ton of games for the PSP that looked interesting to try, but can't be assed to list any of them. Meanwhile I list literally dozens of games on the Vita that anons were confirmed to have fun with, a higher standard than just looking at game covers, and yet the only thing you can do is call me a fanboy. No shit I'll say your opinion doesn't matter, you haven't given any reason to give it any weight at all.
>>2613 >seething kek

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Arcadya Anonymous 11/12/2021 (Fri) 20:11:00 No.1400 [Reply] [Last]
'90s arcades had the comfiest aesthetics. Anon's favorite cabinet? Not just the game itself but the entire thing. Mine is pics related. An excellently put together machine from Sega. As you can see they took a regular arcade cabinet and attached a small frame add-on with curtains, two player seat and gun holsters. A simple thing, really, but it worked wonders in a dark smoky room, especially when you're a kid. The idea was to make it feel like you're in a jeep of sorts as that's the perspective of how the game is played. And they definitely succeeded in that. It is only much later in life that I realized what a simple construction this actually was, but as a kid I thought it was a full scale jeep model. Getting inside, pulling that curtain behind you, taking a gun from a seat side holster - all of that was an atmosphere building prelude, boosted by great sound design that was always emanating even from a vacant cabinet. I remember in circa '98 when it came out there was a queue around it, and that feeling of agitation to get inside fast and in a rush with some other guy next to you only added to the immersion. The game itself was great as well and emulated everything you want to get from a Jurassic Park experience. This was made in an era when licensed games didn't have the stigma of cheap lazy garbage yet and a lot of movie based games were actually pretty good.
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>>2434 That's because everything sucks nowadays.
>>2433 Actually they're closing down in Japan as well, two of the most popular ones closed this year, maybe more since I last checked. >>2434 Not true, we're very optimistic about the past. Past was great for vidya. And the best part is, you can still play it to make it present.
Has anyone ever considered buying an arcade cabinet?
>>2686 You'd have to be a richfag for that. You can probably afford buying one cabinet but is it worth having just one cabinet?
>>2688 in 10 years all of the arcades will disappear, we should set up the anons save the arcades foundation

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Post about a game that you recently played Anonymous 11/07/2021 (Sun) 09:32:45 No.1362 [Reply]
And whether you had fun
Edited last time by weebanon on 03/01/2022 (Tue) 18:18:48.
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>>2509 Symphonia is naturally harder than these modern Tales game, it's of the older generation after all. It's been a long time since I played so I don't remember specific details of the final boss but I don't recall having any troubles. Perhaps there was some stipulation you didn't meet? Or indeed emulation issues. You did remind me of fighting insane final and hidden bosses in oldschool games though, like Ozma and such. Good times.
Spot Goes to Hollywood – a cool isometric platformer for Mega Drive and another memory from my childhood, used to play it a lot during school years. I actually recall trying to tape a walkthrough on VHS and send it to a vidya magazine, they would publish those and that was considered mad honor. I failed miserably because I couldn’t land a jump, kept re-recording it and eventually ragequit. Good memories. The game feels exactly like I remember, as if I played it last month and not 20 years ago. The cool thing that struck me playing it now is the decently sized open-ended levels you’re free to explore and collect shit on. There’s a nice verticality to some of them as well. You have to find a certain number of “coins” to exit level but other than that nothing bars you from going anywhere you can and the game is full of secrets to discover. You can also collect other stuff scattered about but sadly it’s mostly useless and apart from an occasional 1Up amounts to nothing but points, kind of a missed opportunity here in my opinion. Literally once in the entire thing you find boots that allow you to jump higher… for 15 seconds. There really needed to be more stuff like this – some buffs and whatnot to find, maybe extra weapons since all you get is one basic attack that takes forever to kill enemies with. The controls are pretty good, the whole isometric perspective thing can naturally lead to some frustration but thankfully devs realized that and there’s an easy 99 lives code. You get used to it pretty fast and then it plays smoothly. The game’s not too challenging, in fact, the bosses here are a complete cakewalk the final one is almost insultingly easy and the only hard parts are the auto-scroll levels. Visually it’s a bit hard to place – on one hand, everything is impressively detailed and well animated but on the other hand, the color pallet is sorta dark and desaturated, and not very appealing. I pressed auto white balance in photoshop and it instantly made things better. But oh well, that’s western vidya for you. At least it compensates for that with a great variety of locations – since the game is movie-based you get to visit all the major film genres, from pirates and post-apocalypse to horror and sci-fi. Good shit here. The music is pretty decent and reflects the locations nicely, although I think the game is kinda low on sound effects and also Spot’s squeak is annoying as fuck. All in all, this was a fun time. It’s a pretty good game despite basically being a commercial shilling a brand; probably the best ever made of that ilk. I actually went and bought 7Up for the occasion, so they succeeded 25 years later, oy vey.
>>2428 I wish they made a sequel for Saturn or SegaCD. I don't think any other game leaned into the comic book aesthetics as much as this one. With advanced Saturn/CD graphix you could do so much with the concept, just look at Sonic CD and how it took the classic Sanic formula as far as possible.
>>2620 Saturn def is a wasted potential by and large. It could have produced so many quality 2D games.
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El. Viento – a decent action-platformer from the early days of Mega Drive. Perhaps due to that visually it looks rather primitive and not very appealing, with a lot of ugly browns and horrible meshing effect that makes it hard to see stuff. But it gets the job done and at least the main girl’s sprite is nicely animated, even having actual turn frames. The game itself is pretty easy, almost surprisingly so – most enemies die in one hit and your weapons have incredible range, while all bosses got a simple exploit that usually involves the last power-up you picked up. A few of the bosses are quite creative though. I’d say most hazards come from some anal platforming you’re asked to perform but even then the game is pretty lenient and doesn’t deal you too much damage, even offering limitless retries on several occasions. It is only the final stage that gets somewhat demanding but it’s more annoying than challenging, with respawning bats harassing you all the way through. Apart from your limitless boomerangs, you also get 5 different abilities to unlock but since all enemies die from one or two hits, most of these end up being kinda useless. Why would I use a slightly bigger fireball than the one I already have when I also got this nice screen-clearing attack? It’s also weird that you just find those power-ups randomly lying around on a level and don’t get them after a boss fight or something. Few times you do get to use them in a creative way, like getting to hard to reach places, and I wish there was more stuff like that, but sadly the whole thing is rather straightforward otherwise. I did like that the game is story-driven; pretty simple stuff but reminiscent of something like Wicked City and you do get nice anime pictures with dialog after every level, so you’re somewhat invested. Plus the main grill is cute. The music is fast-paced and not too bad, honestly. That whole ‘Mega Drive sound’ goes really well with those uneasy apocalyptic themes. Though it doesn’t really stand out in any way, it’s still an alright action-platformer worth checking out if you enjoy the genre.

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Controllers Anonymous 04/30/2022 (Sat) 13:12:58 No.2339 [Reply]
What is anon's favorite controller? What do you think about pressure sensitive buttons and vibration? Also, how do you store your controllers? I'm trying to collect usb gamepads to emulate games in an authentic manner but storing them is definitely a hassle. I had to go and buy craft paper, and make myself boxes to house them (pic related). Though it only works with small oldschool gamepads but maybe I'll try making boxes for large ones as well, at least you can easily stack them that way.
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Isn't there any good alternative gamepad type?
>>2670 i wonder if the banana actually felt gud despite all the memes...
>>2677 Is it even commercially available?
>>2677 Probably not in your hands.
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Amateur Game Development General /agdg/ Anonymous 05/11/2022 (Wed) 15:12:27 No.2475 [Reply]
>Valis <no /agdg/ Let's fix that! Links: >#8/agdg/ via irc.rizon.net >https://matrix.to/#/+agdg:matrix.org via matrix programs >Dev resources: http://8agdg.wikidot.com/resources >Wiki: http://8agdg.wikidot.com/
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>>2600 You mean something like Dungeon Keeper+?
>>2654 Meaning that the game would be like expanded Dungeon Keeper.
A reminder that your game will never see the light of day.
>>2667 n-not true...

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