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It's really surprising how effective that simple animation was. Atmosphere is hard to pull off in an engine like this but man, sometimes it just works.
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# ? Mar 28, 2017 21:38 |
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# ? May 16, 2024 17:34 |
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That was nice
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# ? Mar 28, 2017 22:12 |
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IBlameRoadSuess posted:That was it was nice horizontal mario
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# ? Mar 28, 2017 22:15 |
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So, that level has a little bit of an interesting history. In VLDC7, Hostel was a level which attempted to make horror work in SMW. It was long, difficult, grueling, and hated. VLDC8 also had an Hostel. It was... pretty good, and needs to be seen and not described with words. And this is the third iteration of it. Each level kept chunks of the previous one to create continuity. Also, good job on that last part in the normal exit. If you don't get it exactly right, it quickly becomes very punishing and annoying, even though I loved the level. It goes on a bit too long.
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# ? Mar 29, 2017 02:24 |
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I see nice things going on.
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# ? Mar 29, 2017 02:48 |
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Stink Terios posted:
Having just looked this up, I'm not sure words exist that are capable of describing VLDC8's iteration of Hostel.
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# ? Mar 29, 2017 02:58 |
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How did that Boo in the dark area work? Some kind of background animation, you said, but could you explain further? Also, how does a "nice" sound effect qualify as "vanilla"? I get that the music's all custom but that seems excusable given that SMW's soundtrack is pretty played out at this point, but sound effects?
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# ? Mar 29, 2017 02:59 |
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DoubleNegative posted:Having just looked this up, I'm not sure words exist that are capable of describing VLDC8's iteration of Hostel. It was nice.
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# ? Mar 29, 2017 03:10 |
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DoubleNegative posted:Having just looked this up, I'm not sure words exist that are capable of describing VLDC8's iteration of Hostel. I can't find it could you link a video
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# ? Mar 29, 2017 03:14 |
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lets hang out posted:I can't find it could you link a video Literally just go on Youtube and search for "vldc8 hostel".
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# ? Mar 29, 2017 03:20 |
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TooMuchAbstraction posted:Literally just go on Youtube and search for "vldc8 hostel". I just did that and got no obviously correct results.
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# ? Mar 29, 2017 03:24 |
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Here, a Raocow playthrough of it. I didn't find a good link of it alone, either. https://www.youtube.com/watch?v=HWACOq2Z4WU
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# ? Mar 29, 2017 03:28 |
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Clearly that Hotel was made by Woodman. nice
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# ? Mar 29, 2017 04:23 |
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The Something nice Forums > Discussion > Games > Let's Play! > Return of the nice I genuinely like the positive reinforcement though. Even if it is just a meme, it feels good to be told you're doing things nicely. And that nice at the end just clinched it for me. It's funny and it feels good, this is a nice meme.
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# ? Mar 29, 2017 05:11 |
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Those Triangle wall runs at the end of the normal route looked like they'd be really awkward. Watching this has made me want to get better at Mario World.
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# ? Mar 29, 2017 07:08 |
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After we finished the level I had the realization that I probably would've been less happy about it if I hadn't done the entire post-midpoint section in one life because yeah, when editing the footage those were some tough jumps. We did a shorter recording session tonight. Hopefully I'll be able to get them edited and ready for posting before I leave town for the weekend. If not, the next video will probably go up early next week.
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# ? Mar 29, 2017 07:55 |
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FPzero posted:
You say you can't jump on the bats, but you just did in the video. Also that's Michael Rosen's "nice". He's a meme.
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# ? Mar 29, 2017 12:22 |
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In addition to the bat ceiling, there were also some regular swoopers thrown in. You can hear the sound effect they use when they drop down. Those guys are perfectly safe to jump on and have a slightly different sprite.
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# ? Mar 29, 2017 14:39 |
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Watching the VLDC, it occurs to me that I've never once seriously, or even actually, designed a 2D platforming level. I've done quite a number of others maps for other types of games, but never 2D platformer, which is weird when I consider how often I play them. It's often because I've had to program my owns games that the challenge present themselves in working out the physics of platforming itself. Figuring out the problems of what constitutes an interesting level from both an aesthetics and gameplay angle combined is an issue I've never even had the chance to brush up against. It's now to the point where I'd wonder how to even go about such a thing. A lot of trade literature about level design I've read applies more to 3D environments or even Zelda-style top-down, which coincidentally is the most of what I've done thus far. Stage-angle 2D doesn't have anywhere near the same affordances, so I'm wondering how different it must be.
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# ? Mar 29, 2017 23:34 |
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Kurui Reiten posted:Here, a Raocow playthrough of it. I didn't find a good link of it alone, either. i hate his loving stupid voice
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# ? Mar 30, 2017 03:04 |
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corn in the bible posted:i hate his loving stupid voice Yeah, I just watched that video and I gotta say, not my cup of tea.I much prefer FPzero's laid back and informative commentary to... whatever that was.
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# ? Mar 30, 2017 12:34 |
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corn in the bible posted:i hate his loving stupid voice you have no soul.
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# ? Mar 30, 2017 16:12 |
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cis autodrag posted:you have no soul. Neither does Raocow.
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# ? Mar 30, 2017 16:17 |
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corn in the bible posted:i hate his loving stupid voice All Canadians sound like that actually
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# ? Mar 30, 2017 16:24 |
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Kurui Reiten posted:Neither does Raocow. but that's because raocow is an adorable robot
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# ? Mar 30, 2017 17:22 |
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FF6 Rando Part 8 - We Get It, You Vape Special guest Keyboard_Vomit joins us as we partake in the finer arts. We're very highly cultured. liquidypoo fucked around with this message at 00:14 on Mar 31, 2017 |
# ? Mar 31, 2017 00:12 |
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Whit27 posted:Yeah, I just watched that video and I gotta say, not my cup of tea.I much prefer FPzero's laid back and informative commentary to... whatever that was.
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# ? Mar 31, 2017 00:50 |
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Commander Keene posted:He seems very... rambunctious. I imagine that kind of high-energy commentary appeals to some people, though. Yeah, raocow's a bit of an acquired taste commentary-wise. His early LPs were a bit more low-key, though.
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# ? Mar 31, 2017 03:24 |
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corn in the bible posted:i hate his loving stupid voice please be more considerate.
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# ? Mar 31, 2017 03:58 |
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that ivy guy posted:please be more considerate. How would you even do this? "I intensely dislike his uneducated voice, said voice being in the middle of a sexual intercourse."?
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# ? Mar 31, 2017 04:08 |
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liquidypoo posted:FF6 Rando Part 8 - We Get It, You Vape He's not a bad gambler! I mean, he's rich enough to afford the world's only airship. Setzer doesn't take you along because he's a bad gambler, he takes you along because he respects the fact that he got outsmarted twice (once via lookalike & once via two-headed coin) & the sheer balls it took to even try such a zany scheme.
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# ? Mar 31, 2017 04:21 |
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liquidypoo posted:FF6 Rando Part 8 - We Get It, You Vape 20 years later and that opera scene still gets me misty-eyed. Yeah, I'll say it. Also I appreciate Square putting in sprite poses for all the characters even though you'll never see some of them through the normal course of the game.
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# ? Mar 31, 2017 15:28 |
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Chapter 4 of Midori, we've got two newcomers this time.
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# ? Mar 31, 2017 16:03 |
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https://twitter.com/Ktr4ks/status/847528051776909313
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# ? Mar 31, 2017 16:27 |
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That Sonic hack looks amazing! I knew they had broken open the whole engine but I never expected to see something like that.
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# ? Mar 31, 2017 16:53 |
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FPzero posted:That Sonic hack looks amazing! I knew they had broken open the whole engine but I never expected to see something like that. So wait, it's a Sonic hack and not a Yoshi's Island hack?
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# ? Mar 31, 2017 17:02 |
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Yep. Sonic hacking has access to the entire ROM/RAM maps. It's a full split-disassembly. Basically, this allows them to theoretically do anything they want to the game because the entire thing is documented. Also, the assembly language used on the Genesis is apparently a little bit easier to work with than the SNES. That said, Lunar Magic is still a way better tool to use than any level editors for Sonic hacking. For a while, you had to know assembly to do anything at all to a Sonic game.
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# ? Mar 31, 2017 17:08 |
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The problem with level editors for Sonic games is that it's a lot more work on a technical level to put a Sonic level together than it ever was to do an SMW level, and there isn't really a good way for editors to simplify the process.
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# ? Mar 31, 2017 20:11 |
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Super Jay Mann posted:The problem with level editors for Sonic games is that it's a lot more work on a technical level to put a Sonic level together than it ever was to do an SMW level, and there isn't really a good way for editors to simplify the process. Is this just due to the generally higher speed of Sonic requring the levels to be much larger?
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# ? Mar 31, 2017 23:24 |
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# ? May 16, 2024 17:34 |
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Let's Play Super Metroid: Eris (2012 edition) What is it? As the name implies, Super Metroid: Eris is a Super Metroid hack. It was created by DigitalMantra and is probably the most artistically impressive hack out there. Super Metroid has a vast tileset and effects library which has been put to some extremely creative uses here; the hack author also made numerous graphical edits, which are almost entirely seamless with the original art. The result is a highly atmospheric hack with numerous distinct and characterful environments. The hack also has a few minor changes to the game engine, the most notable being that you can start spinning in midair without having to touch ground again. The challenge level is mostly pretty reasonable, but it can be uneven at parts, especially in the early part of the game before Samus can gear up a bit. In particular, the second and third bossfights are punishingly lethal and have limited room to maneuver. This is also a hack that expects you to have full control of Samus; you don't need to pull off any glitches, but you do need to be able to walljump and midair morph. Finally, this is the 2012 edition of the hack. Compared to the original edition (published in 2009, I believe), some items and barriers have been moved around to tweak the item sequence, and a few small areas were added. I don't think there's a good reason to play the 2009 version at this point, in particular because it leads with a lengthy suitless underwater section. What's the LP going to be? This is a video LP, with subtitles showing Samus' thought processes (vaguely similar to Freeman's Mind, if not quite so deranged). Subtitles are provided via YouTube's closed-captioning/subtitles system, so make sure to turn them on by clicking on the "CC" icon (or don't, if you want a "silent" LP). Full disclosure: I abused savestates mercilessly for this run, just to keep things going smoothly. If you like, imagine Samus dying over and over again during the aforementioned boss fights, and a few times during exploration. It happened, but I see no reason to subject you to watching Samus repeatedly walk back from the save station. You won't ever see me actually save or load state, though; that's all been excised through movie magic (read: I recorded the controller input, TAS-style, then made an encode of the playthrough). Part 1: Eris Colony Part 2: The Hardest Fight in the Game Part 3: The R2-D2 Problem Part 4: Quantum Thermodynamics Part 5: Cuteness Through Murder Part 6: I'm Going to Blow This Planet Up Part 7: One Small Problem Part 8: Ol' Face Ship Part 9: Get Paid First TooMuchAbstraction fucked around with this message at 14:26 on Aug 1, 2017 |
# ? Apr 1, 2017 06:33 |