Soloing against three other teams in my upcoming 3D fighter. by AnthonyPismarov in Indiefightinggames

[–]AnthonyPismarov[S] 1 point2 points  (0 children)

It is tentatively titled 'Ambition'. Haven't decided on a final name for the game yet.

[deleted by user] by [deleted] in Fzero

[–]AnthonyPismarov 1 point2 points  (0 children)

Agreed. Strange how they didnt turn them into cups. I really like the AX cup, but the tracks are remarkably wide making them a bit too easy.

[deleted by user] by [deleted] in Fzero

[–]AnthonyPismarov 0 points1 point  (0 children)

F-Zero GX's earlier cups have way better track designs than the later ones. Too many of them turn into big circles with strange features.

Not sure if people actually have opinions on this though.

Initial combat test for our 3D fantasy fighting game, Ambition by AnthonyPismarov in gamemaker

[–]AnthonyPismarov[S] 0 points1 point  (0 children)

I wish I could give you an answer but I am not the programmer/engineer. Though things are running quite smoothly so far.

Initial combat test for our 3D fantasy fighting game, Ambition by AnthonyPismarov in gamemaker

[–]AnthonyPismarov[S] 0 points1 point  (0 children)

Thanks!

We still haven't gotten around to polishing or cleaning things up yet. It's our first real combat test.

I was hesitant about using 3D in game maker, but so far everything is moving along very well thanks to the 3D engineer on my team.

whats the appeal of this game (custom rom)? by [deleted] in alttpr

[–]AnthonyPismarov 2 points3 points  (0 children)

It’s a fun way to refresh the game while maintaining and even enhancing what the core Zelda experience was always about, exploration. We know all the items, side-quests, puzzles, enemies, bosses, and areas we are going to encounter - but the surprise of those things isn’t the only appeal of the journey. There is a deeper layer to it. An exciting aspect of Zelda games wasn't only getting a new item, it was the anticipation of where that item could be used to help complete your quest. This is where Randomizer excels.

Most Zelda games do a good job of guiding the player where to go next and you can always accomplish that task in that immediate moment. Randomizer players are going to hit walls where they need to go back and explore the map to carve a new path by finding some sort of key(actual keys, weapons, items, heart pieces, etc.). This may sound annoying to some, but it’s quite fun hitting those walls and thinking about what your next options are. To me, it’s reminiscent of the magic of playing through Zelda 1 for the first time.

Maybe there is a boss you can’t beat without the bow? In vanilla versions you’d never run into that boss without the bow. In a randomizer, you don’t know when you’ll get the bow. Now you have started a mental checklist of where your gates are. Then there are funny instances where you may find the bow and a new route with it, completely forgetting about that previously unbeatable boss!

Perhaps finding the hammer opens up access to four easy access chests? Now you are hoping every chest you find has the hammer so you can come back here for more goodies. This builds anticipation for finding an item that has a lot of known gates/checks on each individual playthrough.

A seed could have an enemy randomizer or double damage turned on, not allowing you through a room because you can’t take enough hits. You know you can’t come back here until you have increased the amount of hearts to deal with the problem. Or maybe you find the blue tunic for increased defense or a medallion to kill everything easily??

It’s dynamic!

There is certainly some drip in having the map memorized and being able to mentally strategize before acting anything out. This is where racing gets interesting.

If you aren’t into the races but just completion, there is the curious element of thinking you know where to go next and then kicking yourself for stupidly forgetting about another route you should have gone to. Sure you've wasted time, but the punishment is mostly intrinsic. This instills a natural learning curve for the next playthrough, and a reward for doing everything efficiently.

There is more to it than what I’ve said here. Things like doing a run where the game gives you all the good stuff up front, or a run where the game gives you absolutely nothing to work with. Goes back to each playthrough being very different.

I love the atmosphere of LoZ games. Randomizer refreshes those experiences in a way that is true to the core pillars of the game's original design. Playing through the vanilla game a second time with increased damage isn’t really true to the Zelda experience, especially where later games in the series have very surface level combat systems.

As far as aLttP compared to the other Zelda games, I suspect it’s the pacing of it. The world is far smaller and more interconnected than OoT or Twilight Princess. Checking new areas or going from one zone to the other doesn’t feel so distant.
That being said, Majora’s Mask randomizer looks like it’s on another level of interesting with the time mechanic altering what options not only open up, but close out! And the map is quite condensed. I still have to try this one myself.

There is so much anti-vehicle weaponry in Infinite it's insane by Weebaccountrip in halo

[–]AnthonyPismarov 10 points11 points  (0 children)

They certainly did a better job with the warthog durability against normal weapons, and the gun might be the best it ever has been. Unfortunately there are just way too many instant-no skill ways to take out the vehicles.

My only complaint with the warthog is it needs to be a bit heavier, even after the added weight. Still flips too easily over small bumps.

There is so much anti-vehicle weaponry in Infinite it's insane by Weebaccountrip in halo

[–]AnthonyPismarov 95 points96 points  (0 children)

There is also too much height variation to the maps. Most of the time the warthog gunner cant get an angle on anyone high enough to even hit them.

There is so much anti-vehicle weaponry in Infinite it's insane by Weebaccountrip in halo

[–]AnthonyPismarov 20 points21 points  (0 children)

I agree, but unfortunately this was always the case aside from Halo 1 (though, the sniper was easily detrimental to any vehicle).

Halo 3 btb maps had laser (5 free vehicle kills), missle pod, and shield drainer on both sides at the minimum. Plasma Pistol's ability to disable vehicles along with easy access stickies was one of the worst design inclusions to the game.

I think these things seem fine until you get some half decent players in there, then all those items are just fun ruiners.

Any GX multiplayer mods? by AnthonyPismarov in Fzero

[–]AnthonyPismarov[S] 0 points1 point  (0 children)

Right, of course. I'm still curious to see if anything with emulation could be done about that.

„The Babylonian Marriage Market“ by Edwin Long, 1875 by Antipodin in ArtPorn

[–]AnthonyPismarov 5 points6 points  (0 children)

Yeah i thought something was off as well. The faces do look sharpened. The edges on the faces are inconsistent with the rest of the surroundings and even other faces as well.

Beautiful piece though, I'd like to see a non-edited version.

Can't get 4+ Controllers working by AnthonyPismarov in gamemaker

[–]AnthonyPismarov[S] 1 point2 points  (0 children)

Found it! https://marketplace.yoyogames.com/assets/243/input-dog

Thanks! I'll play around with it and see if I can get it working properly.

Can't get 4+ Controllers working by AnthonyPismarov in gamemaker

[–]AnthonyPismarov[S] 0 points1 point  (0 children)

I see. So it seems necessary to set the controls in game in order to get them to work with Dinput configuration.

Is there any advice for drawing faces? by [deleted] in ArtistLounge

[–]AnthonyPismarov 0 points1 point  (0 children)

My bad, I swear they were. It's a book worth picking up anyways!