Adaptación para EEUU - Europa disponible:
11.101 24-09-2017 19:55:54
Re: Kangoku Tou Mary Skelter (PSV). (2 respuestas, enviadas el Hablemos de juegos)
11.102 23-09-2017 12:38:59
Re: Nos queda el doujin. (3.258 respuestas, enviadas el Hablemos de juegos)
Nightkeep (WIN, en desarrollo)
https://forums.tigsource.com/index.php?topic=60822.0
http://nightkeep.rpg2heaven.com/
Parece que va para largo.
11.103 23-09-2017 12:28:31
Re: Game Tengoku: Cruisin Mix (PS4, WIN). (24 respuestas, enviadas el Hablemos de juegos)
30 de Noviembre para ambas plataformas. En el TGS:
11.104 23-09-2017 12:23:19
Re: Shin Megami Tensei: Strange Journey (DS). (14 respuestas, enviadas el Hablemos de juegos)
11.105 23-09-2017 12:20:06
Re: Dragon Ball Fighterz (PS4, XBO, WIN). (29 respuestas, enviadas el Hablemos de juegos)
11.106 22-09-2017 21:25:53
Re: Curiosidades, en este hilo. (1.778 respuestas, enviadas el Hablemos de juegos)
A Japanese seller going by the username jfkh1192 on Yahoo Auctions has been selling paintings by a certain illustrator named Hideaki Kodama (小玉英章). You might not recognize the name (he doesn't seem to have an entry on the Japanese Wikipedia), but you will definitely recognize his work if you were ever into Konami games.
http://aucfan.com/search1/q-~beaeb6ccb1 … -mix/?o=t1
He has an official website, but it hasn't been updated since 2002 unfortunately. It seems most of his portfolio consists of car-related illustrations. I'm hoping more of his gaming-related work will surface in the future (if there is any).
http://forums.lostlevels.org/viewtopic. … 5369#35369
(¿Por fin, Marshall?)
11.107 22-09-2017 21:12:50
Re: Super Hydorah. (7 respuestas, enviadas el Hablemos de juegos)
Disponible desde hace un par de días en las plataformas Steam (WIN) y X-Box Live (XBO).
11.108 22-09-2017 21:08:40
Re: Battle Princess Madelyn. (22 respuestas, enviadas el Hablemos de juegos)
11.109 22-09-2017 17:53:02
Re: Dragon's Crown (PS3, PSV). (53 respuestas, enviadas el Hablemos de juegos)
El material gráfico original no daba para un "soporte para 2160-P" real, por si había dudas:
11.110 22-09-2017 17:44:06
Re: Project Octopath Traveler (NS). (23 respuestas, enviadas el Hablemos de juegos)
11.111 22-09-2017 17:42:47
Re: Curiosidades, en este hilo. (1.778 respuestas, enviadas el Hablemos de juegos)
11.112 21-09-2017 21:28:56
Tema: Fight'n Rage. (8 respuestas, enviadas el Hablemos de juegos)
11.113 21-09-2017 21:23:36
Re: Steel Assault. (30 respuestas, enviadas el Hablemos de juegos)
By the insides, do you mean just the Convergence building, or also the metro section as well? (The Convergence section's palette was inspired by the Cyberdyne sequence in Terminator 2, where I thought the limited blue-dominant palette created a really nice and atmospheric effect.)
Just the building; the train and the station are gorgeous, even if still too blue. The problem with what you describe is that you go to the blue inside coming from... a blue outside. It's atmospheric indeed, but the effect is diluted due to that. Since it's not too detailed nor it happens much there in either, it's just boring. And the elevator hole just after that (which is boring by definition, I know) doesn't help it.
Recap escribió:I'm not liking the music enough, on the other hand. For a piece I'll be hearing over and over until I can clear the game, I need a better composition. The boss theme isn't too special, either.
Thanks for your honesty on this. I'm composing the music myself, and I've found it hard to create iconic themes for both the level and the boss (I have no professional or formal training in music). It's a ton of fun, though, and hopefully I'll be able to come up with something better! And if I can't, it seems composers are much cheaper than artists. (Hitoshi Sakimoto's company follows our Twitter, so we'll see!...)
Notice I don't think the themes are bad, just mediocre. They fit the setting and the graphics pretty well, anyhow, which is something. Having Sakimoto on board for a couple of themes would be great, on the other hand.
Man, that's awesome. I seriously have to try this out for myself. I don't see any technical problems with a 1:1 graphics mode as of now, but I'll have to test it myself once I finally get it on a CRT. Don't worry, I don't plan to release without testing this!!
Glad to read that. There shouldn't be any issue, whichever the technology you're using for making the game. In fact, it's very rare the case of a Windows game designed at that res. (and free from subpixel crap and whatnot) which you can't run at the native mode after setting the desktop to it, at least. Devs aren't even aware.
If you face any problem with configuring a 15-kHz WIN-based system anyhow, feel free to ask. After taking a look here if you still haven't, that is: http://geedorah.com/eiusdemmodi/forum/v … php?id=295
("Lego-likes" is a great term, BTW.)
I borrowed it from Josh, if I recall. (You want him in this thread, by the way, if you still haven't talked to him.)
The reason for the dialogue boxes, other than to provide necessary story development (since it's always nice to have a bit of that even in a genre like this), is that I just felt it was nice to have human faces appear from time to time in a world populated almost entirely by robots and mechanical things (even if the world is more colorful and vibrant than is standard for this theme).
I don't mind the dialogue appearing when entering every area. It's a good way of doing it, I believe -- there're not (perceivable) interrumptions. With the faces as they are, I'm not so sure, to be honest. Still find them too comical for the mood and the rest of the art. But it's not a thing I'd worry about for now.
Indeed, the plan is selectable difficulty levels, with the hardest being the arcade mode (no continues, one life), and the game making it as clear as possible that this is the "real" mode. Can't wait to see how this will go over with people!
People will play the easy mode and then will find no reason to play the real mode -- make no mistake. Unless there's scene development you only get there.
11.114 21-09-2017 18:38:56
Re: Juusan Kihei Boueiken (PS4, PSV). (34 respuestas, enviadas el Hablemos de juegos)
Tras las producciones de Mebius ( http://d-mebius.com ) siempre suele haber detrás alguna grande, como con Vanillaware. Lo malo es que no parece que quieran apostar por cosas de mayor presupuesto. Quizás porque aquel Arcadias no Ikusa-Hime fue más bien un bluf.
11.115 21-09-2017 18:27:00
Re: M-2 Shot Triggers. (127 respuestas, enviadas el Hablemos de juegos)
Y tanto. M-2 ya tiene rincón para las adaptaciones foráneas:
Garegga 2016 XBO sale la semana próxima también en el servicio de descarga estadounidense. PS4 y Dangun Feveron, tendrán que esperar.
11.116 21-09-2017 18:11:22
Re: Project Octopath Traveler (NS). (23 respuestas, enviadas el Hablemos de juegos)
11.117 21-09-2017 18:10:44
Re: Refrain no Chika-Meikyuu to Majo no Ryodan (PSV). (21 respuestas, enviadas el Hablemos de juegos)
11.118 21-09-2017 18:09:05
Re: Dragon Ball Fighterz (PS4, XBO, WIN). (29 respuestas, enviadas el Hablemos de juegos)
11.119 21-09-2017 09:08:41
Re: Ni no Kuni ~The Another World~ (DS). (25 respuestas, enviadas el Hablemos de juegos)
11.120 21-09-2017 09:06:20
Re: M-2 Shot Triggers. (127 respuestas, enviadas el Hablemos de juegos)
Battle Garegga Rev. 2016 en XBO la semana próxima:
http://www.4gamer.net/games/394/G039404/20170920143/
Es de suponer que es el paso preliminar a la aparición de adaptaciones para los mercados foráneos.
11.121 21-09-2017 00:36:59
Re: Steel Assault. (30 respuestas, enviadas el Hablemos de juegos)
Yeah, the problem with short-range action is indeed that it limits the pace of the game, even with all of the bells and whistles we've thrown in (slide, double jump, zipline, etcetera). The game definitely becomes more of a memorizer because of the aspects you mentioned as well, and the more stuff we throw at the player the more important the memorization aspect will become.
Oh, not at all. Think of Irem's Spartan X (or the Western version Kung-Fu Master, if you prefer). It basically is the before-and-after milestone in the short-range sidescrolling action genre. Your character doesn't move around at warp speed exactly and yet, the pace is fast and uninterrupted. And the memorization aspect is way less relevant than the reaction skills, comparatively, at least.
Your approach of course is not that, I'm aware, but that was precisely my point -- the arcade school, with Spartan X as its founder (Tatakai no Banka, Dragon Ninja, Daiku no Gen-san...), is more compelling and exciting than that other school which was soon confined in home territories and their low-spec requirements. (Which doesn't mean that the formula cannot be evolved a bit to be more exciting, and a wider move set is a good start indeed.)
I'm not a huge fan of games with a rigorous memorization aspect myself, and I would love to up the intensity of the action too (while still keeping the overall melee focus), so this is a problem I've thought about a lot lately. And the current solution I'm considering is twofold:
a subweapon system: exactly what you mentioned later in your post, where the player has to choose between keeping their current weapon and swapping it for a new one. (The default weapon would be grenades, same as now, but the behavior of these would be modified to serve more of a crowd control aspect, allowing more leeway in having mobs of enemies rush the player.)
a default mid-range attack: allowing the player to deal with enemies from a bit farther away, with whatever balance caveats are necessary to keep the melee attacks incredibly useful (recharge time, weaker damage, whatever). The most natural choice for this, given the current concept, would be using the zipline as a whip a la Castlevania.
The examples above show that there's no need for mid-range attacks in order to keep the intensity high enough -- it's more a matter of enemies in constant flow. Mid-range would, in principle, help in the subsequent crowd control aspect, but in the end, the game might become as hard as anyone no matter the range (Tora he no Michi is a good example of how to build a game around this). Anyway, both ideas can work, though I'll always be partial to the one which doesn't involve more than one main attack button -- if there's much need of using my third finger constantly (as much as the first button, or close enough), I'll treat that as a design mistake. Arcade conventions are against that and it's for a reason.
The former idea, by the way, suggests me that the weapons should be exclusively upgradeable -- the notion of seeing a more powerful and spectacular version of a known weapon only if you keep it for long enough (like in shooting games) always works and adds to the strategic aspect.
(Regarding what you said about a variety section where the game switches out short- and mid-range mechanics for straight up run-and-gun action, it's a good idea if we're able to implement it; I just wouldn't want the entire game to turn into a run-and-gun. After all, there are a million games already that play essentially like Metal Slug or Contra, and not so many that play like the Natsume games, or even something like Rockman Zero. I'm incredibly interested to try and see how far the latter formula can go!)
Keep in mind that, much like I do when I'm reviewing a game, I'm not considering the budget and resources aspects -- I'm just trying to picture what would be my ideal vision of your game, the perfect form. Adding a Metal Slug-like section would imply indeed creating another game engine, and that may be a lot to ask for. Nevertheless, after watching you video till the end, the first thing I thought is this will need variety more than anything, DECO-style. And it'd also be quite an epic way to surprise the player, especially, after such methodical mechanics. Again, I'm just brainstorming. With limited resources, it's always better one single engine perfectly polished than an amalgamation of genres just because.
Of course, complexifying the mechanics further like this ties into the control aspect you mentioned. And I have to confess: I hadn't thought at all about how the game would work on arcade sticks before reading your post, as I don't currently own one and hadn't tested with one yet. And it does seem like a four-button layout would be necessary, at the very least:
A: jump
B: punch
Up+B: subweapon (originally grenades)
C (on ground): zip whip
C (in air): zipline
D: slide
I'm not sure how natural this would feel on an arcade stick, and I am going to try it out as soon as I ship one to my new apartment. It feels natural enough on a controller, at least (as you mentioned, C/D can be mapped to shoulder buttons, and A/B work as regular buttons). And of course, controls will be completely customizable in the settings to the player's content.
(The reason I haven't mapped the slide to Down+A is because you need this combination to switch between, for example, the buildings and streets in the first section of the stage.)
So yeah; try it. Under the best conditions you can, please. Then, I'm confident that we won't need to discuss that that control scheme is far from optimal. The down + jump command assigned to both, going down to the lower plane and sliding/rolling/etc. is an old issue which is usually solved by not allowing to slide in the upper planes. The game is designed around that (there are numerous holes which let you go down, for instance) and adds an extra little layer of strategy.
I can suggest this:
For types 1 and 2:
- A: attack
- B: jump / slide (with down) / go down (with down)
- C: subweapon / zipline (when jumping)
- D: not used
Really -- on an arcade stick (and on any controller, when you come down to it), minus is more. Layouts such as Street Fighter's work for very particular reasons. This is not the case since the conventions are pretty old now. If you need to have both, whip and subweapons such as grenades [hey, I wrote that correctly this time], then, neutral/left/right + C is whip and down + C is subweapon (that is, when crouching). This way, you force me to use C button a lot, that's right, but since I don't have to worry about a 4th button and, since all the actions for that button are indeed about special weapons/tools, my brain will get used to it quickly. Depth without complexity -- arcade philosophy; tight design.
If you _really_ need to make the extra weapons usable mid-air, then D button should be included in the layout for something like this:
- A: attack
- B: jump / slide (with down) / go down (with down)
- C: whip / zipline (when jumping)
- D: subweapon
But then you should limit the subweapon action to a very punctual usage overall, as I explained to you the other day, or think about placing that layout on a type 3 configuration (maybe I'd swap C for D, in order to have zipline right below the jump button) so that you use two fingers for all the actions, but that's always way less natural for this genre.
And yep -- up + attack for subweapon is not something you'll find on arcade games, it's computer/console mentality from an era where these couldn't use a controller with more than 1 or 2 buttons. Not a good idea.
Comments on aesthetics will need to wait till tomorrow, I'm afraid.
11.122 20-09-2017 21:12:55
Re: Project Octopath Traveler (NS). (23 respuestas, enviadas el Hablemos de juegos)
11.123 20-09-2017 21:06:27
Re: Juusan Kihei Boueiken (PS4, PSV). (34 respuestas, enviadas el Hablemos de juegos)
11.124 20-09-2017 21:00:43
Re: Mario & Luigi RPG 3!!! (DS). (13 respuestas, enviadas el Hablemos de juegos)
11.125 20-09-2017 20:45:20
Re: Steam-World Dig. (3 respuestas, enviadas el Hablemos de juegos)
El 2, para ya mismo: