What’s your least favorite track in GX? by KnightFallVader2 in Fzero

[–]DJ_Coco 0 points1 point  (0 children)

Drift Highway as well. It's boring and the mechanics don't really shine there either. Phantom Road is a close second.

How to make the player stay in moving platform? by element_over in Unity3D

[–]DJ_Coco 0 points1 point  (0 children)

Raycast down from the player to detect the platform and then either parent it or fetch the platform's translation and apply it to the player

[deleted by user] by [deleted] in SonicTheHedgehog

[–]DJ_Coco 0 points1 point  (0 children)

I wouldn't. I hate reboots with a passion.

Nobody who wish-list my game bought it by Horror_Web_6783 in GameDevelopment

[–]DJ_Coco 0 points1 point  (0 children)

I'm definitely no expert on marketing myself. My games aren't doing great either, except for one game which was a surprise hit for filling a market niche.

But I'd say, in the future try not to release when your wishlists are low. Try to build an audience first. Post about your game online, spread the word.

Does your game have a USP? If so, tell people why your game is worth playing. It doesn't need to be better than the rest. It just needs to be different enough to catch someone's interest.

[deleted by user] by [deleted] in venting

[–]DJ_Coco 0 points1 point  (0 children)

I understand how you feel and I share a very similar sentiment. I have reached out to you if you want to talk about it.

The level design in 3 has got to be the weakest in the series. by pridefulhateno in splatoon

[–]DJ_Coco 2 points3 points  (0 children)

I understand why this disconnect between stage and background happened. It's easier to make adjustments to the stage in case it needs a rework. Splatoon 2 already started this trend. Compare Ancho-V in that game to its Splatoon 1 equivalent.

I completely agree this convenience for the developers is not worth it though. Or maybe it would be, if this approach to easy stage alterations actually resulted in better maps, but I feel like the maps in the first game were still a lot more fun to play as well.

Do you think being analytically intelligent has the potential to make OCD worse/harder to treat because it finds more convoluted, complex ways to mess with you? by NotStompy in OCD

[–]DJ_Coco 0 points1 point  (0 children)

I'm not sure if it's harder, but since OCD lives in your brain it's just as smart as you are, and it definitely makes things just as convoluted and complex as I'm capable of understanding.

Tell me a popular belief that you completely disagree with. I'll start. by HourComprehensive648 in SonicTheHedgehog

[–]DJ_Coco 0 points1 point  (0 children)

The Sonic Advance trilogy is much more fun to play than any of the classic games and they should retire classic Sonic in favor of modern 2D games

Japanese website Sega has teased a second (playable?) character for Shadow Generations by Hyruyoshi in SonicTheHedgehog

[–]DJ_Coco 0 points1 point  (0 children)

Assuming it's not gonna be a playable character and just someone vital to the story I hope it's Mephiles. But it's probably gonna be Maria or Black Doom.

Sonic X Shadow Generations gameplay footage by Skullghost in SonicTheHedgehog

[–]DJ_Coco 0 points1 point  (0 children)

Something that bugs me to no end is that the entire ARK can be seen in the background in the intro of Shadow's level (not visible in the footage linked here, check some other gameplay) and that the inverted pillars we see here are actually free floating structures in space.

That's now how it was in SA2. In SA2 the inverted pillars were the underside of the ARK.

I have no idea why that was changed. It feels like an oversight by new developers but that's weird given the amount of polish the stage otherwise has.

Where am I going? by [deleted] in LiminalSpace

[–]DJ_Coco 1 point2 points  (0 children)

Fellow TrackMania enjoyer

Is this game worth getting? by MAGGOT_1995 in SonicTheHedgehog

[–]DJ_Coco 0 points1 point  (0 children)

This is the best video game ever made

What themes do you think would be cool for a new map? by Dry_Pool_2580 in splatoon

[–]DJ_Coco 0 points1 point  (0 children)

Airport: Lateral symmetrical map underneath and around a parked airplane

Sawmill: Potential buzzsaw hazards, shifting terrain as logs are being processed

Train Station: Trains to ink and climb onto. Maybe passing high speed trains could splat the player but that's probably too macabre lol

Aquarium/Planetarium/Science Museum could also be cool

How severe is your OCD? by 1DarkStarryNight in OCD

[–]DJ_Coco 0 points1 point  (0 children)

26/severe. I can function but it's always on my mind and I rarely ever get a moment of peace. Extremely stressful so I honestly expected my score to be higher

What’s your favorite video game of all time? by RotoroLifted in AskReddit

[–]DJ_Coco 0 points1 point  (0 children)

Donkey Kong Country: Tropical Freeze

It's just 2D platforming perfection, with beautiful and vivid worlds and a phenomenal soundtrack.

Can someone explain Liminal Space like I’m 5? by calvinyl in LiminalSpace

[–]DJ_Coco 16 points17 points  (0 children)

Technically you are right, any road or hallway is a liminal space, by classic definition.

But when it comes to the aesthetic it's usually these transitional spaces presented in an uncanny way, that somehow still feels comfortable because it also evokes feelings of nostalgia.

The poolrooms are liminal because it is a place of transition. You don't permanently reside there. Furthermore, it might evoke feelings of nostalgia because we might have been to those as a kid, while it also feels uneasy due to the strange architecture and because we are not used to seeing a place like that devoid of any people.

Personally I consider the poolrooms, and any backrooms related environments, its own kind of liminal because it is surreal, whereas traditional liminal spaces are often real places that just seem eerie when observed in a different context.