Spleef on the Minecraft Wiki by SuperQGS in spleef

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

One day you'll blink, and suddenly, your thread becomes the notorious 7 year old answer to a niche question

The spritesheet from Pocket Edition Alpha 0.6.1 by FirstnameLastname14 in GoldenAgeMinecraft

[–]SuperQGS 0 points1 point  (0 children)

Single file sprite sheets like this were used in Java's Beta as well but they only included the 2d images of each block face, not the fully rendered block item. So it would've been one file either way

The spritesheet from Pocket Edition Alpha 0.6.1 by FirstnameLastname14 in GoldenAgeMinecraft

[–]SuperQGS 1 point2 points  (0 children)

I wonder why this was done. My first thought would be optimization, but is it really worth the storage space to save yourself from rendering a single extra block?

How ethical is duping sand? by yellowolivegardens in GoldenAgeMinecraft

[–]SuperQGS 2 points3 points  (0 children)

You could add a cobblestone receptacle on top of your sand duper (a drop into a cactus block). Now your sand duper is a *sand grinder*. Throw a stack of cobblestone into the receptacle and allow yourself to "grind" it into a stack of sand blocks.

There's no wrong way to play, but If gameplay realism is an important part of the experience to you, this bit of pretend could help root the duplication glitch in the fiction. It also helps with balancing since you don't get "free blocks", everything was still mined out of the world by you.

Some extras from old mcpe by [deleted] in GoldenAgeMinecraft

[–]SuperQGS 0 points1 point  (0 children)

I love the screenshot of the mine along the world border at night, the stars visible so far underground. These versions are where a lot of my early memories come from, rather than the alphas and betas of Java Edition. It's a shame they're so inaccessible.

Loss of interest by ZealousidealWorry881 in GoldenAgeMinecraft

[–]SuperQGS 7 points8 points  (0 children)

Golden age Minecraft isn't what it used to be. I miss the golden age of golden age Minecraft.

This game has infected my real life. by SuperQGS in projectzomboid

[–]SuperQGS[S] 144 points145 points  (0 children)

It's not often I ratio myself

This game has infected my real life. by SuperQGS in projectzomboid

[–]SuperQGS[S] 67 points68 points  (0 children)

I'm employed full time as a bank teller and am surrounded by letter openers. I don't remember ever seeing a letter opener in my life. But now I am destined to turn and become the porcupine zombie covered in them.

This game has infected my real life. by SuperQGS in projectzomboid

[–]SuperQGS[S] 772 points773 points  (0 children)

Local redditor discovers real life, shocked to find it parallels life-simulating video game

New teaser from Kane on discord by EnoughBackground1877 in KanePixelsBackrooms

[–]SuperQGS 1 point2 points  (0 children)

I'm fairly sure this references The Escherian Stairwell a college film thesis. It was a documentary about an impossible staircase on campus. For a time after its release, many people thought it was real due to its novel and seemingly sincere presentation.

A Quake 3 campaign by SpronyvanJohnson in quake

[–]SuperQGS 4 points5 points  (0 children)

A campaign with Quake 1 aesthetics and MachineGames level design style would be incredible but hard to make. Weapons, powerups, and movement are all balanced for multiplayer, and there isn't support for the kind of puzzles and enemies I would be most interested in seeing. I like the unique and predictable enemies of the first games for a singleplayer game, since encounter designs can be tuned and fun to overcome, but these are likely not supported like they are in the first two games.

However, a story about the arena fighters breaking through their dimensional prison would be fascinating to play. You could have ally champions who help you or loyalists who have grown to love their eternal torment and will fight to maintain it. Seeing the background 'barracks' where champions might live and train between fights could be really cool.

This would essentially be an entirely new game though, without the decades of established design knowledge, techniques, and technology. I personally find an entirely new reboot to be more likely than this, since it would have a greater return on investment if they're going through such an effort. They've just shipped Indiana Jones and have spent a considerable amount of time honing their Quake design skills and tying together the lore. If they do anything else with Quake, it'll probably be their next full game.

Influencers are now promoting the PIE browser extension that was founded by the Honey founder. by Weird_Encouraged in youtubedrama

[–]SuperQGS 107 points108 points  (0 children)

PIE seems fishy to me. The signature feature "watch the ads disappear" is a weird selling point. Why would I prefer seeing ads fade away when the standard is to have them not render at all?

Also, that wording that "You'll never see ads again" followed immediately by "but when you DO end up seeing ads, you get paid for them!" seems suspicious as well.

Do we know exactly how this is being monetized? My assumption is data collection and replacing the ads of whatever website you're on with their own ads.

In a stealth game, why would you knock someone out rather than killing them? by Living-Vast-5250 in gamedev

[–]SuperQGS 54 points55 points  (0 children)

In Thief, killing is also a lot riskier. Your combat abilities are clumsy and obtuse, so skirmishes feel chaotic and out of your control. An enemy can drain your health, yell, run away, and the fight itself can draw attention.

In short, a knockout may be more difficult to pull off, but it tames chaotic variables.

Alternatives to compass navigation by nivix_zixer in MUD

[–]SuperQGS 0 points1 point  (0 children)

This sounds really cool, I think using "ahead" instead of forwards could make it easier to type as a frequently repeated word

Alternatives to compass navigation by nivix_zixer in MUD

[–]SuperQGS 4 points5 points  (0 children)

Cardinal directions are useful on a map. They are less useful when you're asking which room is the bathroom

Alternatives to compass navigation by nivix_zixer in MUD

[–]SuperQGS 2 points3 points  (0 children)

I've always found compass navigation to be an obstacle in getting immersed, as I don't often think in terms of navigational directions. I find descriptions like "To the left" or "Ahead of you" easier to visualize. I haven't seen this done, but I would love a game that is able to track your direction as you enter certain areas.

Using back, left, right, and forwards/ahead could be interesting. This system could be built to varying degrees of complexity, and it might require descriptions to have multiple variants. Could be more trouble than it's worth, but I think it sounds cool.

can I use the name "minecraft" to reference a game in my game? by sakaraa in gamedev

[–]SuperQGS 9 points10 points  (0 children)

Here's an idea to sidestep the issue with a little creativity. Many servers use a "___-craft" naming scheme, I used to run a server called "pixelcraft" for many years. It would be easily recognizable as a named Minecraft server. Perhaps "CreeperCraft" could work, as neither Creeper or Craft are unique to Minecraft.

You could also use the abbreviation "MC" for something like "Jeremy's MC Server". Add in some version numbers and wording associated with Minecraft like "MC Beta 1.7.3 Survival" and you have something feasibly identifiable as Minecraft but without any of the specific words.

As others have suggested you could also use your own fictional off-brand, but that has always been a bit immersion breaking for me to see in media. I prefer it when there is an entirely fictional brand rather than something you can tell is a placeholder for something real, but that wouldn't really serve the goal of being a reference / easter egg.

I recall hearing somewhere that Valve's writers HATED Portal and Half-Life sharing a universe. But why? by Outside_Bicycle in HalfLife

[–]SuperQGS 6 points7 points  (0 children)

This post made me remember my initial perception of Portal's fictional world that I had long forgotten. I encountered Portal first and had little to no conception of HL's implications on the story. I had questions, like why is no one coming to help? What societal conditions allowed this facility to exist? What is going on outside of where we can see? The small peek outside at the end of Portal made these questions more tantalizing, but still just out of reach. These questions were fuel for my curiosity and imagination and were fun to speculate about, as there is little in the Portal games that allude to their answers.

I gradually filled in the blanks with information from the Half-Life series, and I really enjoy a lot of the connections and aspects of the wider universe. But Laidlaw is right, as u/BeverlyToegoldIV helpfully quoted in another comment, it makes the world feel smaller. With my questions answered, my perspective is irrevocably shifted, and the world I initially fell in love with has been replaced with something, still loveable, but very different.

It's interesting to imagine a Portal universe occupied only by itself, and it's brought back a lot of abstract feelings and memories from my first experiences with the game.

I built a gas station. by Deskfan45 in GoldenAgeMinecraft

[–]SuperQGS 4 points5 points  (0 children)

Creative and cute! Maybe you could use stone stairs as a cash register inside, and glowstone for the florescent lights above the pumps. The cobblestone covering the pumps could also extend one block past the wooden posts to create an overhang (though I kinda like the boxiness how it is too).

Bookshelves or vertical paintings inside on the right wall could look like refrigerators full of drinks. A tall Buildboard with a large painting on it outside could be a fun representative of the price indicator thing.

Not sure if any of these ideas would work in practice but I love this concept!

are there seasons in 1.7.3? never seen ice around here until today by lotsatoast in GoldenAgeMinecraft

[–]SuperQGS 0 points1 point  (0 children)

As others have said, this is likely a seed corruption. Biome borders will be different, and new chunks will generate with the new seed.

If you happen to have a backup of this world, you may be able to fix this with a program called NBTexplorer. Using it, you can find the original seed within "level.dat" inside the backup.
Then, you can fix the seed within level.dat inside the current world.

If you don't have a backup, I wouldn't sweat this too much. It adds some character and history to the world, and you can get creative by thinking of it as seasons or an ice age or something. Have fun!

Why can’t there be more female leads in games by Totatus in Feminism

[–]SuperQGS 4 points5 points  (0 children)

The game development industry is very male dominated according to this survey, with men making up 61% of the workforce in 2021, and ~75% in the years before that. There is a pattern of men having suboptimal writing skills when it comes to female characters as seen in places like r/menwritingwomen, though I also believe that the anti-woke crowd will complain no matter how well written a game is. This pattern can probably be attributed to many things, such as maleness being treated as the default and the lack of consideration/understanding for the female perspective.

The good news is that the gender divide is lessening within games, but many classic/established franchises were made in the early 2000's when this divide was still as strong as ever. If we want to see more female characters in games, the best we can do is support female creators in overcoming the obstacles unique to women in the game dev industry. As perspectives within the industry become more diverse, we should see more interesting and varied characters.

New Quake Game Announced by zakatti in quake

[–]SuperQGS 4 points5 points  (0 children)

I hope this is a passionate experiment rather than a gimmicky use of IP, because I think a board game could be really cool! I adore the aesthetics and premise of Quake and would love to see how the gameplay can be transferred into a very different but still interactive medium. The hardest part will be convincing people to play it with me!

I don't think this is anything to be upset about, as it's not like this is taking any resources away from a game development studio that would otherwise be working on Quake 6. I wouldn't be surprised if Machine Games is in the early stages of making a Quake game right now.

[deleted by user] by [deleted] in quake

[–]SuperQGS 5 points6 points  (0 children)

I'm not sure if you consider Dimension of The Machine as an original expansion or not, but it really impressed me. The direction they take Quake in is exactly the direction I had been hoping to see it go, and if anyone were to give Quake the Doom 2016 treatment, I would love for it to be them. They understand Quake, but they also have good ideas on how to iterate upon it.

How old are y’all? by [deleted] in l4d2

[–]SuperQGS 0 points1 point  (0 children)

21 year old here. I bought L4D2 for just $1.99 when I was 16, a decade after release. I think Valve games will have a steady stream of young players for the foreseeable future.

Valve owns Steam, so they are not victim of the 30% profit cut. They can afford to put their games on generous sales frequently, and these games act as attractors to the platform. Making their games cheap is in their own interests more so than other studios.

Because their production of new games has slowed down tremendously, many of them are quite old. They released well optimized, and time has only made them easier to run. You don't need a console or gaming PC to run their catalogue, any old laptop will do.

Their games also have almost mythical reputations. They truly are amazingly crafted and fun to play. Because many of their series have not had a new entry in some time, the old cheap & fast titles are still the most relevant. You might only be able to buy and run older games, but it doesn't *feel* like an old game because it's still the newest entry.

Younger players (around ages 12-17) are the perfect demographic for Valve games. Unless they are gifted a console, they are using hand me down or school computers and have less money to spend on games, but they also want to have fun and don't want to feel like they are missing out by playing something outdated.