12.901

(1.991 respuestas, enviadas el Hablemos de juegos)

Nº 3 de Extra Magazine, en realidad cuarta entrega, a la venta con --prometen-- mejor papel:

https://base-ec2.akamaized.net/images/item/origin/fb20d5226bf7afb19f91fb9dc69dab61.png

https://beep.theshop.jp/items/8354667

12.902

(3.782 respuestas, enviadas el Hablemos de juegos)

Selling Sunlight (WIN, en campaña)

https://i.imgur.com/EsntWUs.png

https://youtu.be/xsOvVeULIek

https://www.kickstarter.com/projects/co … oject_link

https://twitter.com/sellingsunlight

12.903

(3 respuestas, enviadas el Hablemos de juegos)

https://www.youtube.com/watch?v=AvbtUfqam5g

12.904

(30 respuestas, enviadas el Hablemos de juegos)

SriK escribió:

Okay, I see what you're saying now. I haven't played any of those games except for a bit of Dragon Ninja, so my points of reference for this subgenre are essentially the FC Natsume/Sunsoft games, the Rockman games where you can play as Zero, and maybe Strider, which is why our approach basically mirrors theirs. Looking at a video of Spartan X, enemies which fire projectiles are much rarer than in our game (where basically every enemy does), so the balance is indeed different. Still, tweaking this to support a more constant flow of enemies doesn't sound too hard.

It's all pretty much summed up in that -- whether if you're fighting enemies no matter what, or only when you approach them or scroll the screen. This is the first thing I'd decide, since it will determine the game's flow and pace, as well as a big part of the mechanics and controls. But the sprites' size (the visible area on screen, that is) is capital as well, because a distant camera which lets you see a huge area will make crowd control easier than a closer camera, so it'll demand more enemies at once, which is what your video's lacking, much like the FC games you're getting inspiration from. But yeah; you can balance it as well with the enemies' projectiles, or with the platforming (and zipline usage) aspect, etc. etc.

ARC Strider Hiryu is a special case, I believe. The actual enemy is the stages' configuration and the protagonist's behaviour. It's all about memorization in the end. It's like mentioning Monster Land -- the game's so based on the character's inertia that it's not really a good example here.



Purely from a programming perspective, I don't see a run-and-gun section taking too much work; the engine I've created is certainly modular enough to support it fairly easily. The main challenge would be the design, and perhaps even more importantly, the aesthetic aspects (trying to deliver the player a similar scale and sense of destruction that the Metal Slug games do). And as you surmised, it's not something I would want to include unless I was 100% sure we had the time and resources to pull it off properly.

And let's face it -- you have many control features you can (and must) elaborate on first. For being a debut piece, the game has many novelties you should make sure they'll work well enough and won't be a mere gimmick. I don't think it's an easy task at all. You can design some auto-scrolling areas, if you finally run out of time and money -- that always adds some variety. I strongly believe that you should only create what you really want to; your own vision. If it's Sunsoft's Batman or Natsume's Shatterhand what lies behind your personal motivation, then so be it. I myself think that formula was obsolete even before its own era, but maybe you can show people like me that it can be evolved. But if you're using the arcade philosophy as a catch phrase, know that it can turn back on you -- play at least the seminal pieces in the genre and you may find out a new thing to hug and love. (Or not.)

Anyway, I mentioned Metal Slug before Contra for not neglecting the short-range attack even in these areas (I think that having the ability of killing enemies with the knife is a cool feature of the former series), but I wouldn't expect your game (nor any game, for that matter) having the visual detail of MS. Super Contra or Contra Spirits' sense of destruction is nothing like MS's (in regards to the scenery and even bosses, that is) and they still work flawlessly (thanks to the overwhelming sense of killing all kinds of enemies).



This indeed sounds like the best way, now that I've thought about it for a bit. When I try to picture the way my fingers would have to move on an arcade stick, or even a controller, this definitely seems more natural than the alternative you suggested. The "downside", as you mentioned, is that the player won't be able to use their subweapon in the air, but how necessary was that going to be anyway?...

I like the idea of finally fitting the entire moveset into three buttons, at any rate. What's also nice is that, in this scheme, it doesn't seem very easy to accidentally enter the wrong command.

The downside, I'd say, is that only being able to use subweapons when crouching is a bit touchy, since you can't release it right after placing yourself or the scroll when you need to; you're required to also crouch. As with everything, it can work (remember Metal Slug's rapid grenades), but there's another limitation you must attend to.

You have other options, though. You can assign whip action to quarter-circle + attack commands, a la hadouken. All the protagonism you can bring over to the attack button from the third button is always a plus, in fact. Take a look (with the manual, if possible) at Kick Master (NES) for how new attack techniques can be implemented in a genre like this; if you still don't know this game, it belongs to this FC/NES school you're so focused on, and it's a quite special entry, at that.

And then there's the possibility of assigning slide action to quarter-circle + jump, like in Shadow over Mystara. It can work pretty well (it demands a little more effort from the player, but your video shows it's a very useful technique, maybe even too much, you know) and will also let you slide on the upper planes too if you limit the go down action to a strict down + jump (diagonals excluded).

Unceasing quarter-circle motions are easy on arcade sticks, but they can get quite exhausting with pads, so keep always in mind the perspective I'm talking from. People love Gekka no Yasoukyoku anyhow and I guess all of them played that with Sony's control pad, so whatever.



That looks awesome!! But, Radeon only... Is there an alternative for nVidia cards?

Take a look at this: http://geedorah.com/eiusdemmodi/forum/v … 1216#p1216

...but I can't help you there. I can say to you though, that if you're really serious on having a 15-kHz system (and you should), take the dedicated route and look for a Radeon card. As that forum will let you know, Calamity's work is in a very advanced status now and you'll get to play the best MAME version for this purpose. There's nothing like it, no matter what you'll hear.



(By the way, I had to edit out the link from the above quote before being allowed to post this. The forum software gave me an error about only being allowed 1 link in a post...?)

Thanks for reporting this. We'll have to look into it 'cause it makes no sense.

12.905

(417 respuestas, enviadas el Hablemos de juegos)

Uno de los inéditos de SS cubiertos en el reciente Maboroshi no Mi-Hatsubai Game wo Oe! [ > ], este capítulo exclusivo de Monster Maker, "Holy Dagger", se ve que bastante inspirado en Shining Force III:

https://i.imgur.com/nCkx5o2.jpg

https://blogs.yahoo.co.jp/gamesmasa/GAL … 8&no=3

12.906

(505 respuestas, enviadas el Hablemos de juegos)

Recap escribió:
Recap escribió:

Versiones de Strikers 1945 y Gunbarich se pusieron a la venta en el servicio de descarga a primeros de Agosto sin aviso previo. De hecho, Zerodiv, la responsable, ni siquiera les ha dedicado un rincón en su espacio:

http://www.4gamer.net/games/135/G013574/20170803099/

Parece que han prometido que no será las únicas conversiones de clásicos para el juguetito de Nintendo y parece que, al menos, un modo con efecto de "scanlines" sí se ha implementado.

Lo hicieron en el "blog" del autor de las conversiones, que asegura, de hecho, que no son "traslaciones" (refiriéndose a emulación), y que por ello llevan la coletilla "for Nintendo Switch":

http://zerodiv.jugem.jp/?eid=853

Además de algún otro título de Psikyo, promete uno original.

Y poniendo nombres, ya: Zero Gunner 2, un Sengoku Ace, un Gunbird y otro Strikers 1945, parece que por este orden, serán los siguientes. E insiste en la posibilidad de una obra original, se supone que del palo en cuestión:

http://zerodiv.jugem.jp/?eid=854


Gracias a http://stg.liarsoft.org/

12.907

(4 respuestas, enviadas el Hablemos de juegos)

https://pbs.twimg.com/media/DDHgvT_XcAIcF9Q.jpg

Exhibida una "demo" basada en la versión final en una reciente convención:

https://twitter.com/makingames

XBO se suma a la lista.

12.908

(1.991 respuestas, enviadas el Hablemos de juegos)

https://i.imgur.com/FJ9CPHa.jpg

https://www.youtube.com/watch?v=SOYve_S2evI

https://www.youtube.com/watch?v=TuENKMmfnlA

https://twitter.com/messofanego/status/ … 9829191680

12.909

(2 respuestas, enviadas el Hablemos de juegos)

Adaptación para EEUU - Europa disponible:

http://ideafintl.com/mary-skelter/index.html

12.910

(3.782 respuestas, enviadas el Hablemos de juegos)

Recap escribió:

Nightkeep (WIN, en desarrollo)

https://i.imgur.com/TYpXlGl.png

https://i.imgur.com/kJhITgm.png

http://www.indiedb.com/games/nightkeep

https://forums.tigsource.com/index.php?topic=60822.0

http://nightkeep.rpg2heaven.com/

Parece que va para largo.

12.911

(24 respuestas, enviadas el Hablemos de juegos)

30 de Noviembre para ambas plataformas. En el TGS:

http://www.4gamer.net/games/389/G038942/20170923051/

12.912

(14 respuestas, enviadas el Hablemos de juegos)

Soberbia "opening movie"...:

https://youtu.be/09Ty1p9tQEQ

http://shin-megamitensei.jp/dsj/

12.913

(30 respuestas, enviadas el Hablemos de juegos)

https://www.youtube.com/watch?v=Ap_8BpfICZw

https://www.youtube.com/watch?v=1gRPtvqHCtc

12.914

(1.991 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://kodamahideaki.com/

https://auctions.c.yimg.jp/images.auctions.yahoo.co.jp/image/dr000/auc0309/users/5/7/4/8/jfkh1192-img619x866-1505386500dc8eun23342.jpg

http://forums.lostlevels.org/viewtopic. … 5369#35369

(¿Por fin, Marshall?)


Vía http://videogamesdensetsu.tumblr.com/

12.915

(7 respuestas, enviadas el Hablemos de juegos)

Disponible desde hace un par de días en las plataformas Steam (WIN) y X-Box Live (XBO).

12.916

(23 respuestas, enviadas el Hablemos de juegos)

Arcade Mode 1

https://youtu.be/HyU0GU3dZlM

https://www.kickstarter.com/projects/ca … ts/1975965

Le quito una "Z", pero no más.

https://s26.postimg.org/hlb104u3d/MADE.png

12.917

(53 respuestas, enviadas el Hablemos de juegos)

El material gráfico original no daba para un "soporte para 2160-P" real, por si había dudas:

https://www.dualshockers.com/dragons-cr … reenshots/

12.918

(29 respuestas, enviadas el Hablemos de juegos)

http://dengekionline.com/elem/000/001/595/1595529/

12.919

(1.991 respuestas, enviadas el Hablemos de juegos)

https://phantom.6waves.jp/6waves/wp-content/themes/preRelease/images/top.png

https://youtu.be/vWEpTfD6WNw

http://www.4gamer.net/games/395/G039592/20170922149/

12.920

(8 respuestas, enviadas el Hablemos de juegos)

https://i.imgur.com/rxabbvT.jpg

Uruguayo. WIN, sólo bajo Steam.

http://store.steampowered.com/app/674520/FightN_Rage/

Vía http://www.neogaf.com/forum/showthread.php?t=1435764

12.921

(30 respuestas, enviadas el Hablemos de juegos)

SriK escribió:

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.

12.922

(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.

12.923

(127 respuestas, enviadas el Hablemos de juegos)

Y tanto. M-2 ya tiene rincón para las adaptaciones foráneas:

http://m2stg.com/en/

Garegga 2016 XBO sale la semana próxima también en el servicio de descarga estadounidense. PS4 y Dangun Feveron, tendrán que esperar.

12.924

(29 respuestas, enviadas el Hablemos de juegos)

https://www.famitsu.com/news/201709/22142215.html

http://dengekionline.com/elem/000/001/591/1591965/

12.925

(21 respuestas, enviadas el Hablemos de juegos)

http://dengekionline.com/elem/000/001/591/1591747/