EngineerKappa

EngineerKappa

@engineerkappa.net

She/Her πŸ³οΈβ€βš§οΈ I'm Anna, I draw things and make games!

2.3K followers337 following856 posts

I don't think 1 lets you turn in mid-air like this, but Bloodlines and Rondo do, probably some of the other later ones. Also like the entire Ghosts n Goblins series

I feel like a lot of the time I check this site it's like "wow get a load of this DISCOURSE" *check inside* *5 people calmly sharing their opinions about something niche*

So many people act like someone's attacking them for saying things like "hm. I think this video game would be better if it did this instead" because they see someone posting about someone posting about the conversation being had.

I think when you make a sequel, adaptation, remake, or remaster of a game in a long running series, the things you do differently are by nature a commentary on those exact elements in the source material.

Any time I try playing a remake without having played the original, I always feel like I'm missing out on some piece of the puzzle. I don't have the context for these changes?? ...And many times when I run into something that feels questionable, it's something the remake changed to justify itself

I'll sometimes hear things like "It's not supposed to be the same" to shield it from critique and like, well yeah obviously?? But these two works have the exact same name with many of the exact same goals. You can see exactly what effect changing certain elements has in that specific context.

It's kinda funny hearing a lot of design people I know talk about contact damage, because something I experimented with recently was having a property that disables it on enemies when you're mid-combo Eris' sword is kind of short so I do try to keep contact hitboxes more lenient in general

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There are some bosses that don't have any contact damage outside of attacks, but that's because they're more projectile focused and the goal is trying to multitask

I think things tend to get fuzzy when you're judging enemy animations and trying to figure out what you can and can't collide with and when I'll usually make the hitboxes small enough that the corners aren't jutting out, but you gotta draw a line when most of the player sprite is inside the enemy

It's kinda funny hearing a lot of design people I know talk about contact damage, because something I experimented with recently was having a property that disables it on enemies when you're mid-combo Eris' sword is kind of short so I do try to keep contact hitboxes more lenient in general

I think there was a very brief period I considered disabling it entirely, but too many of the enemies work in a classic movement pattern + active hitbox sort of way and it's too useful as a way to control which areas of the screen the player has to watch out for.

I have a lot of fun giving bosses some absurd bullshit and then trying to see if it's actually broken or if it's just a skill issue and there is a way

Playing a lot of Alien Soldier and Bloodlines has me thinking a lot about those bosses that seem bullshit at first, but then you scope out what the boss can do and what's safe and you can get it down pretty consistently

Randomly thinking about how my first introduction to hexadecimal was messing around with Sonic 2's sound test and wondering why instead of going to 10, it went from 09 to 0A, but arbitrarily breaking at 0F instead of going through the rest of the alphabet

Tried a bit of Belmont's Curse thru dubious means (They delisted the demo 😑) First Thought: Ehhhh, even past the Castlevania thing I can see why people might like this, even I'm numb to the the design trends this game follows After getting the grappling hook: oh GOD it's a modern sonic game.

I don't want to say too much since I'm sure some people are sick of hearing it, but the INTENSE amount of whiplash I felt zipping across an entire screen completely negating enemy encounters and platforming along the way was REALLY funny to me

After nagging at spectrum for a while, they fixed whatever the heck was going on on their end, so now my connection is actually connecting

EngineerKappa reposted

🐭all game dev comes in two flavors, "tracker" and "piano roll." unity? piano roll. gamemaker? tracker. unreal? piano roll. pico8, 6502, and raylib? tracker. despite what many people try to say, godot is piano roll

EngineerKappa reposted

In the Japanese PC-88 port of Ultima 3: Exodus by Pony Canyon, if you try to Talk/Transact (T key) to an enemy monster, they literally say "FUCK YOU!!" in English. Hilarious, and apparently nobody has discovered or posted about this before online in English or Japanese

- Had to sort other things out like getting someone to fix the stove - Had to get someone over to fix the line so the modem works, but only the property manager can activate the internet for my unit - Walk down to the office last week and they're away - No more hotspot data, stuck on my phone

Considering I need the internet to make money, and can't hang out with friends, this is a pain in the ass I'm going to walk down to the office and check tomorrow

I really love the way your mistakes compound eachother in old games, it's one of those things that sounds brutal at first but the flipside is that your successes compound too!

And it's not just an arcade thing either, it applies to any game where checkpoints get further away and you can't easily reset yourself back to a neutral state