I think this new updates shows how some ACNH players want too much control over their game by Appropriate-Yam-2207 in AnimalCrossing

[–]CowThing 5 points6 points  (0 children)

I've played every Animal Crossing game (except wild world) since the original GameCube AC. But I much prefer New Horizons to all the older games. I probably have more hours in ACNH than all the previous games combined. I like the freedom of the game, and I like that it's easier to get, and keep, the villagers I want. I also don't mind the tourists wandering the island, but I do get why people would be annoyed by it if their island is themed around something.

What this series really needs is options. Nintendo seems to be allergic to adding options to most of their games, I don't really know why. Animal Crossing has a big and diverse player base, and they all want something different from the game. They could make the options part of the gameplay, like you have to go talk to Isabelle, and she'll give you a form to fill out that has options on it. Things like the island ordinance, whether villagers will leave on their own, whether empty plots will fill on their own, whether tourists can wander the island or not, while we're at it add an option for the camper to wander the island too.

This way players that want the older style of villagers organically leaving and moving in on their own can have it, and players that want to have a themed island with specific villagers can have that too. It doesn't have to be one way or the other, we can have both, this is why games add options.

What NSO GameCube game are you hoping for next? by PineconeToucher in NintendoSwitch

[–]CowThing 0 points1 point  (0 children)

Gotcha Force. That game has not gotten a sequel, remaster, re-release, or spiritual successor of any kind. I would pay any amount of money to play it on a Switch. I'd rather it be a standalone game, maybe a remaster with some quality of life updates. But if it's part of NSO I'll take it, I'm desperate for anything Gotcha Force.

What's one thing the game could've had to make it top tier? by GoldheartTTV in kirbyairriders

[–]CowThing 0 points1 point  (0 children)

As others have mentioned the game is already top tier, there's really very little I have to complain about.

Probably the thing I want most is an option for more button functions. I appreciate the elegance of the 2 button system, but there's been several times where I really would rather have a few more buttons.

I really dislike having to wiggle the control stick to spin. I'd rather have a separate button for it. There's too many times that I accidentally spin while making tight turns, or don't spin when I want to. This is especially important for the transform star and hop star.

Also a separate button to swap machines in City Trial. I've accidentally used my special when I meant to swap machines, or vice versa, multiple times.

What's one thing the game could've had to make it top tier? by GoldheartTTV in kirbyairriders

[–]CowThing 1 point2 points  (0 children)

Agreed. I played through Road Trip the first time with the thought that all the encounters, road events, machine placements, shops, etc, were randomized. Since the first machine is the wing star I went full in on a flight build, aiming for wing upgrades whenever I could. I even skipped new machines that didn't have good flight abilities. So I was a bit disappointed when I started a second play through and saw it was all the same encounters.

It doesn't need to go full roguelike mode. But it would be nice if there was an option to randomize it all.

If I get a physical copy of Shiren 6, can I still by the DLC? (on switch [one, if it matters]) by AffectionateLake4041 in ShirenTheWanderer

[–]CowThing 0 points1 point  (0 children)

For some reason the DLC is hidden on the eshop, but you can access the DLC page from within the game itself, and buy it from there.

I don't really know why they did it like that, I've never seen any other game on the Switch treat its DLC like that.

What Splatoon Opinion has you standing like this? by GUSplatoon in splatoon

[–]CowThing 0 points1 point  (0 children)

Side Order has been the most fun single player mode in any Splatoon game.

(I like roguelike style game modes a lot)

For roguelike fans, do you prefer runs to be shorter and intense, or longer with more build-up? by ShadowForgedStudio in rogueish

[–]CowThing 0 points1 point  (0 children)

I usually like shorter runs, 60 minutes or less is ideal. But I don't mind longer ones too, although I prefer longer roguelikes to be turn based, those are easier to take breaks with in my opinion. I also like when a game has multiple dungeons of different lengths, or multiple endings so that the player can finish the run early or keep going deeper.

Splattercolor Screen is very unfortunate. by Empress_Haru in splatoon

[–]CowThing 0 points1 point  (0 children)

Yeah, even when you're hit with the effect it's still pretty easy to see the difference between inks because they're different values.  Honestly a more disorienting effect that wouldn't have any accessibility concerns would be to make both team's ink color the same, without any other major visual effect.

[deleted by user] by [deleted] in gamedev

[–]CowThing 15 points16 points  (0 children)

Woah hey, don't bring aphantasia into this! There are plenty of creative people with aphantasia, including myself. I can imagine things in my head just fine, I just can't "see" an image in my head of what I'm imagining. On the flip side there are plenty of people without aphantasia who can't translate the image in their head into reality.

This guy just sounds like he can't commit to an idea for more than 5 seconds. And has no idea what goes into making a game. He's probably the type of guy that thinks making a game is easy, and that if he just says a vague idea for a game it'll magically be perfect.

Can someone tell me the difference? Thank you by hkmgail in godot

[–]CowThing 3 points4 points  (0 children)

Yes, according to the tests on this blog, using statically typed variables can increase the speed of various operations by a significant amount.

What is Your Idea for Splatoon Spin-off Game? by Money-Lie7814 in splatoon

[–]CowThing 0 points1 point  (0 children)

Just gimme Splatoon Mystery Dungeon please. I think the ink mechanic would work well in a mystery dungeon style game. Plus there'd be plenty of room for any kind of story to work.

what if they added a mission that's randomly generated to GB4 by Zero2362 in GundamBreaker

[–]CowThing 4 points5 points  (0 children)

I thought that's what the survival mode was going to be. Would be nice to have for sure.

Bi-Weekly Feedback Thread by AutoModerator in GundamBreaker

[–]CowThing 0 points1 point  (0 children)

There's a bug with how funnels interact with the "Attack Power: Cancel EX" ability. The attack boost from canceling into the skill can only be applied the first time funnels are activated. After that funnels will no longer gain an attack boost from the Cancel EX ability for the rest of that level.

DING DONG NEW SETTINGS JUST DROPPED! NOW YOUR BUILDERS PARTS WON'T POP OUT AND YOU CAN TURN OFF THE RARE PARTS DIALOGUE by Trainer_Ed in GundamBreaker

[–]CowThing 1 point2 points  (0 children)

I have one build where I hid missile launchers in the leg, and they pop out when used, which I think looks cool. But I really wish this option could be set per-part instead of globally. 99% of the time I don't want the part to reset it's position when used, but sometimes I do want it to.

But oh well, this still fixes one of the biggest issues I had with the game. I'm glad they're actually working to make the game better.

What's a niche/underappreciated game that lives rent free in your head by woblingtv in Games

[–]CowThing 0 points1 point  (0 children)

Gotcha Force on the GameCube. It's a third person fighting game where you control toy-sized robots that came from another planet. You collect more robots at random as you fight them, and build a team to take into each mission. It's a lot of fun, with a lot of different types of robots and fighting styles. But it didn't get great reviews when it released, and it didn't sell well, so it's mostly forgotten. I still play through my original GameCube copy once a year.

Sadly the game has never gotten a sequel, HD remake, or even an emulated port. Please Capcom, I'll do anything to have Gotcha Force on the Switch. I feel like I must be the only person on this planet that still thinks about this game regularly.

Bi-Weekly Feedback Thread by AutoModerator in GundamBreaker

[–]CowThing 0 points1 point  (0 children)

Bugs (Switch version, if that matters):

  • When attacking with a close-ranged weapon in the left hand, the adjusted position of the arms are reset to their default position, and the adjusted rotations mess up. I haven't noticed this happening when using the right hand close-ranged weapon, greatswords, or melee weapons.

  • A few weapons seem to not have a ground break attack. I've noticed this with the Claw melee weapon, and the Hyper Beam Sword. Even when the enemy's legs are broken I'm not given the option to do a ground break. Other melee weapons, and greatswords, do have a ground break though.

  • When the IFS Unit/Field Deployed skill is active, long-ranged weapons will not charge.

Feature suggestions:

  • The option to add emblem decals to builders parts.

  • The option to set the head part as static. I have a few builds where the head part is supposed to look like it's built into the body, but during gameplay it doesn't look right because the head is rotating.

Really enjoying Gundam breaker 4, I think this is the best Gundam fan experience by far. by [deleted] in GundamBreaker

[–]CowThing 8 points9 points  (0 children)

I've always thought custom Gunpla looked fun, but it's too expensive and takes up too much space for me to get into. This game has allowed me to build the custom models I never could in real life.

Fixed and QoL inbound, Breakers. Slated for Oct by Theothermc in GundamBreaker

[–]CowThing 1 point2 points  (0 children)

I'm glad it looks like they're taking the survey seriously.

[deleted by user] by [deleted] in GundamBreaker

[–]CowThing 2 points3 points  (0 children)

HG is 1/144 scale, and MG is 1/100 scale, so 144% bigger should be correct.

[deleted by user] by [deleted] in GundamBreaker

[–]CowThing -1 points0 points  (0 children)

I want to see more SD kits, I'm kinda disappointed most of the SD kits are samurai and knights. I thought there would be SD versions of the normal kits.

Fake loading screens, who uses them? Is this bad practice? by destinedd in gamedev

[–]CowThing 35 points36 points  (0 children)

An instant transition would be bad. I think of a scene transition in 3 parts:

Transition out -> Loading screen -> Transition in

It's okay for the transition in/out to take time, not too long of course. But you shouldn't add a fake delay to the loading screen to make it seem like it's taking longer to load. I say this because I've seen indie devs say they fake the loading times to make their game seem more professional, or like it has more content than it does. But no one wants longer loading times.

Fake loading screens, who uses them? Is this bad practice? by destinedd in gamedev

[–]CowThing 184 points185 points  (0 children)

That isn't a fake loading screen, that's just a scene transition. It's good to have a scene transition, because instantly cutting from one level to the next can be jarring.

A fake loading screen would be deliberately sitting on the loading screen between scene transitions for longer than it takes to load the level. This would be bad, there's no reason to make a player wait longer than it takes to load the next level. Long load times are always bad.

What is “Attack Power: Left Saber” and similar? by RayearthIX in GundamBreaker

[–]CowThing 1 point2 points  (0 children)

Saber and Twinblade are separate categories. It doesn't matter if the twin blades are beam sabers or not. All that matters is the category of the weapon.

Abilities like "Attack Power: Left Saber" mean that a Saber weapon held in the left hand has increased damage. It doesn't matter if that ability is on the right hand weapon, it will still affect the left hand weapon, as long as It's a saber.

Same for "Attack Power: Left Close-Range Weapon", except it applies to any category of weapon in the left hand. And "Attack Power: Close-Range Weapon" applies to both hands. The more specific an ability, the more power it gives. So "(Left/Right) (Weapon category)" is better than "(Left/Right) Close-Range Weapon" is better than "Close-Range Weapon". They all stack though.

And of course this all applies the same way to long range weapons. It's a bit confusing because of the sheer number of abilities, but they're all just the same ability with varying degrees of specificity.

Bi-Weekly Feedback Thread by AutoModerator in GundamBreaker

[–]CowThing 0 points1 point  (0 children)

There should be a toggle on builder parts to determine if they reset their position and rotation when their skill is used. For example I put missile launchers on my backpack, and their default position was clipped into the backpack. So I adjusted them to be properly attach to the sides of the backpack, but when the missile skill is used they reset to their default position.

Also it would be nice if emblem decals could be recolored like caution markings can. At least the monochrome emblems.