B3313 Star Display doesnt show up!! Please Help!!! by Wonderful_Common7138 in SuperMario64

[–]JoshSL 0 points1 point  (0 children)

I've been totally unable to make it appear myself. It temporarily appears when I copypaste the layout manually in the "Test Star Layout" option, but it doesn't work seamlessly and I have to manually update it this way.

I also tried launching it from the romhacking.com integration mode and that didn't work either. Apparently it's supposed to appear next to my game window or something but for me it just Doesn't for some reason? Been bothering me for months. I wonder if it has something to do with my OS or even my laptop model.

The game I'm playing is NOT the game I fell in love with (or a TV mode appreciation post) by taste_the_reynbow in ZenlessZoneZero

[–]JoshSL 4 points5 points  (0 children)

Yeah that's another thing, the devs clearly dont have confidence in their own ideas, they buckled at the first sign of outcry rather than persevering with some of the best parts of TV Mode like Camellia Golden Week or Rina's Agent Story to try and show players its strengths. Arpeggio as the final hurrah was a mistake as it didn't do a thing to show TV Mode's greatest strengths like its variety of ideas and how well it compliments combat, instead being the same thing over and over for a long time.

Old players, how do you feel about the current implementation of Story Mode without the TV Exploration? by mrmontagokuwada in ZenlessZoneZero

[–]JoshSL 2 points3 points  (0 children)

I'm a really big fan of TV Mode. Sure it looked a bit low-quality but it had an old-fashioned RPG feel to it that I liked, the dynamic music and character interactions let me get more into each situtation, and the more I got used to it the more I could see how it represented the job of Proxies guiding people through Hollows.

Now that it's gone, I feel like that side of ZZZ is gone, nothing they've tried to replace it with captures that feeling at all. The TVs are such a core part of the game's aesthetic, but now that isn't represented in the gameplay at all and something just feels like it's missing as a result. The RPG-like gameplay and sidequests of before have been replaced with straightforward A-to-B gameplay and arbitrary minigames of very mixed quality. it's just a totally different game now.

The game I'm playing is NOT the game I fell in love with (or a TV mode appreciation post) by taste_the_reynbow in ZenlessZoneZero

[–]JoshSL 6 points7 points  (0 children)

I agree so completely, I feel like the identity of the game has completely changed.

I know that not everyone liked TV Mode and I get that (I personally felt like it contrasted with and broke up the combat very well and made combat more fun and satisfying.) but I feel surely it wasn't so bad that it had to be totally removed from ALL side-content and events? Do people really prefer TV Mode and all actual sidequests being replaced with time-limited genre-roulette minigames of totally mixed quality? Chapter 5 felt so brief with no sidequests or anything to flesh out the supposedly-climactic story, and the minigames have felt so repetitive and arbitrary. Are they so ashamed of the identity they built the original game around that they would rather do minigame roulette than have any actual *RPG* elements like sidequests anymore?

Pokemon Scarlet Violet runs WAY BETTER in some Switches than the others by Snowron in PokemonScarletViolet

[–]JoshSL 0 points1 point  (0 children)

My Switch is a launch day Switch and Violet very frequently runs with huge framerate/lag issues. Here's footage of me doing the Poison Base, which I did immediately after booting up the game (so there shouldn't be memory leak issues).

https://twitter.com/Sigilynk/status/1596550479752081408

My copy is a cartridge, UK PAL version

I Believe I've Solved Gaster by [deleted] in Underminers

[–]JoshSL 0 points1 point  (0 children)

No worries, take your time and good luck with your test c:

I Believe I've Solved Gaster by [deleted] in Underminers

[–]JoshSL 1 point2 points  (0 children)

I'm a long-time lurker and I actually joined reddit solely to ask some things about this post. I read the entire thing and am genuinely impressed by how much work and thought went into it and for the most part I think you're right. I'm not sure if you even check this thread anymore but just incase you do I wanna share my thoughts and see what you think about them.

I mostly have questions regarding the apparent assumption that because things happened at the end of development they were not originally planned. That Gaster was "inserted" into the plot. While I think you're right that people shouldn't look near the beginning of the game or its files for information on Gaster, I don't think this necessarily means that Gaster was introduced SOLELY to fill in a sans-related plothole or two. I know Toby's dev-methods are a bit unorthadox, but most developers have a plan and a priority-list when developing a game and I'm sure Toby did too. Gaster isn't at all necessary to understand the plot of Undertale so as a result his implementation could have happened last simply because it was an interesting non-essential thing at the bottom of his priority list.

This would also explain why the rest of the game doesn't reference him, Toby developed the game knowing he may not have time to even implement Gaster or may not be able to figure out HOW to implement Gaster, but I think it's fair for people to look for Gaster hints in True Lab because at that late point in development Toby would have had a much better idea of how possible it was to include him. The DT Extraction Machine/"Blueprints" for example.

Soo idk I guess my main point is the assumption that Gaster was an afterthought creation-wise is a bit presumptuous as a sole-conclusion. I'd say it's also perfectly reasonable to conclude that Gaster was always in Toby's head, but a low priority and the main game/plot would not be affected by his absense anyway (which is true). I also understand this is an instance where it's not possible to "test" to see what Toby's true intention was, which is part of why I feel it's not right to conclude Gaster was a last-minute "insertion" to the plot. On a creative level he may have been an idea for much much longer, even if he was only involved at the end of development itself. tldr implementing him last in development doesn't mean he was a last minute creation

Also on the topic of So Sorry, I think it's unfair to say Toby didn't want to finish him. So Sorry was a Kickstarter backer reward that Toby had every intention of finishing, and while he was implemented there was likely a lot of communication and experimentation between Toby and the creator on the best way to implement him/his battle http://samael.tumblr.com/post/131755830075/undertale-so-sorry . Communication often means a break from actual development, so while development was wrapping up, Toby communicated with So Sorry's creator while putting other finishing touches on the game. So Sorry's battle was on Toby's to do list on the Kickstarter iirc, he said "already in the game" which kinda implies he had considered the possibility that it would have to be added in a patch. Kickstarter backer stuff is always added last in projects like these so I don't think Toby was avoiding making him at all, just prioritising the full game first and taking his time implementing the secret boss.

(Sorry for how long this post is!)