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Messages - Koh

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Entertainment / Re: Someone did a Voxel Zelda
« on: April 05, 2016, 11:46:48 pm »
I had more fun with it than Ocarina of Time anyway.  The action's better, the customization is better (swordless run!) and so is the overworld, though the detail leaves a lot to be desired.  BS Zelda graphics all the way!  If only there was a proper Zelda 1 remake in the BS Zelda Engine, that would allow for the proper customization in the playthrough.

My friend and I have been playing and having a good time.  I have a suggestion though, that both of us thought would be a good idea control wise.  This seems like the sort of game that would benefit from the "two d-pad" setup.  Where one "d-pad" moves the character, and the other aims the shots, rather than having to hold shift or something.  For the keyboard controls, the (default) buttons for this could be WASD for movement and the arrowkeys for firing, or vice versa.  Q and E for switching between weapons; then your hand doesn't have to go very far.

The current control scheme sort of reminds me of the console ports of Smash TV.  While I think those were fine for the time, the controls were still cumbersome compared to the dual-joystick setup of the arcade version.

Also, could the skill tree not be so zoomed in?  Seeing a bit more of it at once would feel a bit better, so you can see what you're trying to get to easier.

Graphics / Re: Random Zelda art, original style?
« on: October 11, 2015, 07:27:51 pm »
Looks pretty decent I'd say, though the screen looks cluttered.  Try making some of the icons smaller, and more in one spot, instead of every corner of the screen.  The less on screen, while still conveying the same amount of information, the better.

Pretty impressive I'd say so far~  The animations seem a bit off though (when the characters are on the second frame, when facing left and right, they're supposed to move down a pixel).  What sort of Zelda items and features are you intending to include?  The Roc's Feather and Cape would be nice~  Bottomless pits, lava, flippers C:.

Discussion / Re: Zelda II Remake/Revamp Inventory Test
« on: September 27, 2015, 01:36:07 am »
Just looking at the list, there's only one thing that makes me scratch my head.  Why is the jump spell replaced with the Hookshot, and not the Roc's Feather or Cape?  Those would be more interesting, since it adds a Z-axis to the equation.

Discussion / Re: Contact Damage
« on: September 10, 2015, 11:12:18 pm »
What you're saying implys that you can't have games without contact damage be difficult though, which is untrue, and there are plenty of examples to back it up, 2D, 2.5D and 3D.  It's not that we aren't willing to master the game mechanics for the most part, but rather that even if you know hot to use all the abilities and such, there are points where it just becomes ridiculous, and makes the game seem harder than it really is.  Like Zelda II, like you mentioned, where the game itself really isn't that hard, but what makes it hard is the stupid butter-knife like attack range, and the fact that things hurt by touch, which can be problematic in tight spaces, or when Link has to get close to hurt the enemy with his butter knife, but gets hurt trying to get close enough to use it.

Ninja Gaiden, where the game itself really isn't that hard, but it only seems hard because things respawn infinitely, often knock you back to instant death (which makes the life bar seem pointless), or because it and some other examples you mentioned are just based on trial and error, rather than skill.  "Have you memorized the layout and enemy placement?  If not, do it again and again and again."  You shouldn't have to do that to finish a game, hence why that sort of thing is considered fake difficulty.  If one truly understands the game mechanics and how they work, they should be able to get through the whole game on the first continue, albeit with some mistakes, like missing jumps because they under- or over-shot them (hence lives), or were being too gungho and taking too many hits, etc.  It's fair to expect the player to learn enemy behavior.  It's not fair to expect them to memorize where everything is, so they can create the perfect run with that knowledge.

People actually have complained about in Terraria, myself included, especially since after a certain point in the game, everything moves faster than you, and you've only got 1 or 2 frame to react before you end up taking an obscene amount of damage (Expert Mode is no joke when it comes to the Pillars).

The whole game doesn't have to slow down because of the use of attack animations, especially if said animations happen in the window of less than a second.  In fact, it can even encourage the use of very speedy enemies that do swipe and weave tactics.

Contact damage in and of itself isn't bad as a whole; it has its use in some scenarios like scrolling shooters and such, but most of the time it begs the question of why.

Discussion / Re: Contact Damage
« on: September 10, 2015, 12:04:38 am »
I never said games in the 16-bit era weren't made with contact damage.  I was saying that games made during that era proved it was no longer necessary as a memory saving technique on big games, using Secret of Mana as an example.  It's a fairly long game, and one that doesn't use contact damage, so memory wasn't an issue in that regard.

 I think a legacy reason is a rather poor reason to defend this design choice honestly.  Just like it'd be a bad reason not to undergo any change in life.  "It's always been that way."  Doesn't mean it can't be changed for the better, no?

Mario never had intricate combat, however, it did have situations where !@#$% did come up from contact damage and enemy placement...especially in Super Mario Bros 3, NES or SNES.  All the Castlevanias, more specifically the arcade style ones, most definitely had their fair share of this as well.  And in cases like Ninja Gaiden, where knockback is also an issue, it just makes for an ungodly frustrating playthrough of a game that would otherwise not even be that difficult.  You could call it a form of Fake Difficulty.

Discussion / Contact Damage
« on: September 09, 2015, 06:21:47 pm »
This aspect of game design many rely on has become more and more irritating to me these days.  I've some reasons against this design decision, that I'll quote from my post on Soul Saver Online's forum below.

I've been playing this game for a little while now, and am Level 53.  The gameplay itself is decent, but as I've been playing, the levels of frustration have been increasing more and more because of this design aspect.  Contact damage for enemies in no way compliments the gameplay, nor the map design of this game.  Here's a couple of reasons to support my claim.

1.  In general, contact damage is a dated and lazy way out of making defined attack animations for each and every enemy.  Back in the early days of gaming and the 8-bit era, memory was very expensive and limited, meaning there was only so much memory available to use to have all the graphics required to make a complete game, such as tile graphics, character graphics, Heads Up Display (HUD) graphics, and so on.  So contact damage was a way to save resources such that memory could be used for other aspects of the game.  Since the 16-bit era, however, games have arisen that no longer ran into the issue of memory in regards to contact damage, such as Secret of Mana, a game released nearly 20 years ago.  This game, along with many others, did not have to rely on contact damage to save memory; every enemy had a defined attack animation and range, such that the player can clearly see when and where an enemy is attacking.  If a nearly 20 year old game can accomplish this with far less resources available than we have today, there's absolutely no excuse for games in this day and age to rely on contact damage.  This game already sports defined attack animations for enemies, so that's already in place.  There's no need to have contact damage stacked with this, unless it makes sense for the enemy's design.  For example, Keburi monsters that are basically living fires.  Touching fire hurts, so it makes sense there, or a monster covered in spikes.

2.  In most cases, it does not compliment the game design.  Especially in regards to MMOs like this one, Soul Saver Online, where enemies are randomly respawning on the current map.  Since they hurt by touch and do that, unsuspecting players take unnecessary damage, which could even kill them, just because they didn't have any reaction time, nor could they see, the enemy spawning on top of them.  That in and of itself is a bad game design aspect.  Also, the map design in this game features of lot of areas with tight corridors, or even just a bunch of enemies on platforms, where it's near impossible to traverse the map without taking damage.  Assassins have the great solution of Hiding to this, but that's not available to every class, nor can you use it in the Avatar form.
Contact damage was a necessity on early consoles and 8-bit machines for memory reasons.  The 16 bit era proved it is no longer necessary, so there's no reason one would need to rely on it in this day and age.

Graphics / Re: Koh's Sprite Joint
« on: August 23, 2015, 03:24:47 pm »
Remastering sprites and animations from the old WoCDX for animation funsies.  It's also a great way to see how far along you've come~  Oldies on left, newies on right.

Graphics / Re: Darklink45's graphics topic
« on: August 17, 2015, 11:55:55 am »
I thought he was blond in this game.
The infamous LA Link artwork piece~ 

It's like an orange brown here.  He's only bananna blonde in the toon Link games, and OoT and MM.

As for your other Link renditions, pretty good C:  Gotta love fabulous purple-pink hair Link~

Graphics / Re: Darklink45's graphics topic
« on: August 16, 2015, 04:32:30 pm »
Damn, those graphics are amazing!  Such nice coloring and detail!  Better than anything Nintendo probably would've done theirself!  The only suggestion I have is to make Link's design more like his artwork for that game, for his outfit and his hair color (should be a light brown there).  Other than that, I'd say this is near perfect!  Also, the sparkles were missing when Link picked up the Full Moon Cello.

Other Projects / Re: The Untold Legacy
« on: July 06, 2015, 04:00:15 pm »
About that final stab for the combo, it seems way too short range.  The character should take more of a step forward, leaning as far forward as they can for maximum range.  Take a look at Link from a Link to the Past when he's at the stabbing portion of the slash.

Other Projects / Re: The Untold Legacy
« on: June 10, 2015, 03:47:37 pm »
Looks excellent so far~  The z axis on a 2-D plane strongly reminds me of Startropics 2, Terranigma, and Alundra.  Look forward to seeing more C=.

Graphics / Re: Koh's Sprite Joint
« on: May 23, 2015, 02:25:16 pm »
Am pleased with how these turned out~

Updates / Re: Unfortunate news today
« on: May 23, 2015, 02:24:52 pm »
May he rest in peace and find eternal happiness in his afterlife.

Graphics / Re: Koh's Sprite Joint
« on: May 19, 2015, 02:16:18 am »

Full Body Pixel Art practice (Lo-Res).  We plan to use FBPA in our games for the menus, for the characters' status and such.

Graphics / Re: Koh's Sprite Joint
« on: May 17, 2015, 12:58:35 pm »

Small trees.

Graphics / Re: Koh's Sprite Joint
« on: May 15, 2015, 06:25:37 pm »
Just practicing making some tiles.

More to come over time.

Entertainment / Feel the "Character" of Games Have Gone Down?
« on: May 07, 2015, 06:59:55 pm »
Something I've been thinking on for a while now.

Back in the late 80s and early 90s, game developers had to work with and around the limitations of the console hardware.  Not just graphics, but also music and sounds too.  Due to this, it was very much possible to be able to tell what console a game was on, just by listening to it.  Sega Genesis (and by extension, the NEC PC-9801, since they used similar chips) had a very distinctive sound, and you'd know a Genesis game when you heard it.  The same characterization, of course, extended to the other 8-bit and 16-bit consoles, like the SNES having a very distinctive sound.  In terms of graphics, the color limitations forced the developers to get the most out of what was available to them.  This led to some either bland-looking games, or games that still hold up with an amazing art style to this day, such as Seiken Densetsu 3.

But the moment the 32 and 64-bit eras come, that characterization seemed to go down.  3D was still early on the consoles, so the graphics still had much growing to do.  Rarely would anyone ever say early 3D graphics hold up to this day though.  No longer were developers hindered by console limitations in terms of sprites and music either, as one could literally insert a fully orchestrated soundtrack into the game with ease, and use as many colors as they deemed necessary on sprites. 

So without the limitations in place, I'm saying games overall (not every single one, but just in general) have started to bleed together in terms of graphics and sound.  All the games that try to look realistic look more or less the same, and since there are no limitations on sound, all the soundtracks sort of bleed together with the same high quality instruments and such.  This isn't to say the graphics aren't GOOD and the sound/music isn't GOOD, but rather that the character is lost, since they aren't forced to get the most out of limitations.

What are your thoughts?  Do you agree, disagree?

EDIT:  This is excluding the indie game scene!  I'm well aware they're the primary group bringing freshness in this day and age, lol.  This is mainly concerning the mainstream games with the mainstream companies.

Graphics / Re: Koh's Sprite Joint
« on: April 28, 2015, 11:25:31 pm »
The rounded versus boxy styles?  Well, believe it or not, the rounded style DOES increase the filesize by a few KB...But it was mostly just for aesthetics; whichever the player likes the look of the best.

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