Videogame Thread

Let's talk Aguachile Alley

Postby Locke » Wed Apr 10, 2019 10:35 am

didn't they bring in wayforward to help or something? they seem to know what they're doing with 2D traversal.

EDIT: 100% agree with that ^
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Postby Kenny » Wed Apr 10, 2019 10:38 am

People have to stop giving kickstarter money to the old developers of their favorite childhood games tbh
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Postby Locke » Wed Apr 10, 2019 10:41 am

Kenny wrote:People have to stop giving kickstarter money
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Postby endoskeleton » Wed Apr 10, 2019 12:31 pm

i just think bloodstained should've been a 3d game made like it was being developed in the ps2 era - hand painted textures (no worrying about fumbling through awkward shader authoring since obviously that's what happened), less concern about looking modern or having the polygon budget to match allowing them embellish more interesting details instead, more freedom in game design and less of a budget squeeze as a result. play to their strengths as developers in other words
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Postby endoskeleton » Wed Apr 10, 2019 1:30 pm

that's badly written but scaling back to 6th gen esque development might have even let them add some damned lighting to the game
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Postby Gutslab » Wed Apr 10, 2019 3:28 pm

dang, supraland is pretty fun. shame it doesnt run that well on my aging laptop.
also played some enter the gungeon (thanks to that post a few pages back) and it owns. i tried to play it on controller but it flows much better on keyboard
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Postby Swelling Itching Brain » Wed Apr 10, 2019 3:57 pm

Chairkicker tell me about fumbling through awkward shader authoring I’m genuinely interested

Have been ever since q3 introduced the term to mainstream gaming

Where are shaders at now?
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Postby endoskeleton » Wed Apr 10, 2019 4:45 pm

i can't place how sarcastic that post is but it's pretty obvious, given how texturally sterile and bland the game looks, that bloodstained's devs have struggled with contemporary materials in games. materials being any complex textured surfaces with shader code or scripts defining their appearance in terms of things like roughness/shine, reflectivity, bump map/normal map behavior, animation and color saturation, among other things. they're great, but they're also responsible for shit like this:

Image

and i think it's obvious bloodstained's team is having the same growing pains

sticking with painted textures instead gives them the freedom to suggest more in the art itself instead of fumbling to find a way to represent that look in shader code. it also frees them from any expectations associated with looking like a modern game and that gives them more room to work in terms of textural variety
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Postby figaro » Wed Apr 10, 2019 5:31 pm

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Postby Esteban » Wed Apr 10, 2019 7:00 pm

Speaking of markman I'm really tempted to buy this lol

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Postby Peptobysmal » Wed Apr 10, 2019 8:25 pm

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Postby pablito » Wed Apr 10, 2019 9:26 pm

id never seen that before so watching it with the audience was just amazing
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Postby pablito » Wed Apr 10, 2019 9:33 pm

i know nothin about street fighter but that video is a must-watch. here it is for lazy ppl

for further context about the skill level involved look in the comments on the kotaku article
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Postby kirito » Wed Apr 10, 2019 10:35 pm

seeing the full match is really interesting with daigo barely attacking to freak justin out
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Postby kirito » Wed Apr 10, 2019 10:42 pm

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They say more money more problems. Bring on the problems. Bring on the problems. Bring on the muhfuckin problems.
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Postby warmhouse » Thu Apr 11, 2019 12:20 am

Has anyone played My Time At Portia? Seems very balmy, non-confrontational.
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Postby pablito » Thu Apr 11, 2019 12:44 am

yeah i love my time at portia. its a great 3d stardew valley, its cute, its fun
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Postby Swelling Itching Brain » Thu Apr 11, 2019 3:03 am

thanks chairkicker I really am interested in shaders
like sometimes I see 'shader studio' type software advertised on steam or humble or whatever and wonder how it works
the closest I ever got to understanding shaders was when I had to use them in an introductory Maya course in the early 00's
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Postby terrific bedwetter » Thu Apr 11, 2019 7:41 am

I think most production shader pipelines use a node based editor that possibly compiles down for optimization

its diverged from the uh, math hypnotherapy of the demoscene, to be something that digital artists can use to make cool things without having to study glsl or whatever.

So you start with like 'source nodes' that either a texture or a noise pattern or a parameter from the game... and then link it to a node that does a math operation... and then you got a output node that renders a resulting texture or whatever... The ball is entirely in the court of rapid iteration so that the focus is on the product and fine tuning that ...
Image
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Postby Marcus » Thu Apr 11, 2019 9:38 am

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Postby Contristo » Thu Apr 11, 2019 10:22 am

Awesome. Love how it’s releasing so soon after Kiwami, so I can remember what’s going on.
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Postby Gutslab » Thu Apr 11, 2019 4:11 pm


out today owo
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Postby a-10 warthog champion » Thu Apr 11, 2019 4:25 pm

pablito wrote:yeah i love my time at portia. its a great 3d stardew valley, its cute, its fun



Ah!! Im glad someone brought this up, ive been wondering about it for a while. Looks cool and i think my wife would like it too. Thanks for the enorsements!
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Postby Peptobysmal » Thu Apr 11, 2019 4:49 pm

Gutslab wrote:
out today owo


I thought hard about buying this today, but got Enter the Gungeon instead. It looks pretty promising and I hope it’s good; I’m seeing a lot of FTL+XCOM comments.
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Postby endoskeleton » Thu Apr 11, 2019 4:58 pm

terrific bedwetter wrote:I think most production shader pipelines use a node based editor that possibly compiles down for optimization

its diverged from the uh, math hypnotherapy of the demoscene, to be something that digital artists can use to make cool things without having to study glsl or whatever.

So you start with like 'source nodes' that either a texture or a noise pattern or a parameter from the game... and then link it to a node that does a math operation... and then you got a output node that renders a resulting texture or whatever... The ball is entirely in the court of rapid iteration so that the focus is on the product and fine tuning that ...

i know, i didnt mean to suggest otherwise. it's just working with a materials authoring toolset means as an artist you're doing a lot of shaping and tweaking of your materials procedurally in much the same way you'd shape sounds in audio suite. i think some artists struggle with that process, and i think that's part of what's happening on bloodstained, why there's garish specular highlighting where it probably shouldnt be and all that

working with pretty basic textures frees them from that process
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Postby internetfriend » Thu Apr 11, 2019 5:04 pm

pathway looks cool. i've been seeing mostly negative opinions about it so far but they've all been from roguelike diehards that i actually have almost zero taste overlap with. so, ultimately, who can say
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Postby gambra » Thu Apr 11, 2019 5:05 pm

Octopath Traveller is on PC June 7th.
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Postby a-10 warthog champion » Thu Apr 11, 2019 5:18 pm

Infinite Jost wrote:
a-10 warthog champion wrote: my wife


um im sorry i think you mean


a-10 warthog champion wrote: my wife
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Postby trigross » Thu Apr 11, 2019 5:22 pm

Peptobysmal wrote: thought hard about buying this today, but got Enter the Gungeon instead. It looks pretty promising and I hope it’s good; I’m seeing a lot of FTL+XCOM comments.


U gotta play jagged alliance 2 dude
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Postby a-10 warthog champion » Thu Apr 11, 2019 5:37 pm

jagged alliance 2 is fuckin sick

so is jagged alliance but i dont think there's any reason to play it over 2 at this point
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