You're soOOOooo lucky nobody just snatched you up and did unspeakable things to you. Either before or after turning you into a corpse.
You're soOOOooo lucky nobody just snatched you up and did unspeakable things to you. Either before or after turning you into a corpse.
Yeah, pixels and rectangles are two very different things. Actual pixel art is confined to a strict grid... because that's how pixels work.
Guns, general progression and powerups, mainly. The way the map is constrained by a square grid and how you go about finding secrets are both very reminiscent of the 2D Metroid games. Movement and combat feel very similar but with their own twists. It felt like the game was taking a lot of inspiration from Metroid,…
I sincerely can't believe how many of the replies you're getting are siding WITH the annoying advertisements that we all hate. Like it's a problem everywhere so hey let's all just accept that everything sucks and let them make it worse instead of better.
I still don't get why the Call of Duty games don't do something to put restraints on better players. Like, instead of unlocking perks for your character, you should start with all the perks and be able to remove them for bonuses to your rank. Like, the higher your rank goes, the less XP you get for kills (especially…
I much prefer the vibe Environmental Station Alpha has going for it, but this looks cool, too.
Dust and Guacamelee are good Metroidvania games, but the genre has a lot of potential for differentiation because its only core tenets are exploration and opening up new paths by obtaining new skills. You can make a first-person shooter out of that. You could make a survival horror Metroidvania. You could have…
That sounds like a terrible strategy. If you want points, focus on the guy with the highest % so you can get KOs easily. If you focus entirely on one person, there are two other people presumably beating the snot out of each other and opening themselves up for some KOs that you're just completely ignoring.
Duck Hunt, of course!
I kind of feel the same about Duck Hunt's down+B. (the gunner one) It'll block a projectile for you but that's about it. It seems rare that you get the chance to set it down, and rarer that it actually has the time to activate and shoot. Even rarer still that it hits.
Duck Hunt, of course, for masterful levels of adorableness and retro references.
I can't rub my temples hard enough to continue this conversation. Sorry, I'm dropping it.
It would be interesting, though the downsides of the engine are that you can't really have any motion or shaders in there. No reflective or refractive surfaces, no transparency, no specular highlights... it would be a great way to show off a really well-sculpted, well-painted dragon or something like that, as the…
It's actually the other way around. Scanning can be immensely useful to developers, and it's in active use in a lot of AAA studios today. They have to do a LOT of processing and art work to turn scans into usable assets for modern game engines, but it gives accurate results and that's what they need.
The trouble with that is, the lighting is baked in.
Another reply to my first post, woo.
It has a lot of basis. I'm also quite positive about the outlook on this program.
There are a few things about Euclideon you need to know:
It is fully rendered 3d, it's just that the illusion is broken because the specular lighting and dynamic shading... and movement... you're used to are just not there. If you laser-scanned a gold ring, for instance, you'd see every tiny detail of it in picture-perfect quality. But... the way the light plays off the…
Oh, this isn't fake by any means. It's actually quite impressive. It's just that the very nature of what they're trying to capture is giving their software fits here. It's never going to work very well, and the result doesn't appear to stand up to scrutiny in this case.