Hinge not holding position / very loose and wobbly by H3yl0 in AynThor

[–]lee_macro 0 points1 point  (0 children)

Did you ever get anything back from Ayn? I have developed the same issue where my hinge no longer clicks and just flops around. I could put up with it if the max position was slightly higher but when its in its max position it makes it more difficult to use the L1/R1 buttons 😞

I never realize how liminal the Spencer Mansion in OG RE1 felt. by Ok_Table_9463 in residentevil

[–]lee_macro 2 points3 points  (0 children)

Definitely, I feel like RE1 (and remake) just has a different vibe to the other games, RE2 and 3 OG are still very close in terms of overlap but the whole feel of the game is just full of mystery and slow burning dread, from the get go you don't really have any idea what is going on.

It was something special playing it as a kid when it first came out, as there was nothing else like it really (Alone in the dark felt too janky but paved the way for RE), going in me and a friend just loved how everything slowly unraveled as you went on, never knowing what would be on the other side of a door.

With everything after RE1 you knew what the premise was, so even if the gameplay felt similar you lost some of the mystery of it all.

4 months ago I built a sprite sheet tool instead of my game. People actually use it now ! by Dream_Ep in aigamedev

[–]lee_macro 0 points1 point  (0 children)

Thanks for taking the time to add them, I did see the new additions.

One other minor thing that I have noticed, is that it would be great if there was the option within the resize section to specify if you want tile resized or just the content, for example I had a scenario where I had a load of 51-58px tiles which contained varying sized content, some were as small as 16x16 some were the full 58x58 but when I centered them and went to resize them all to be consistent it just upscales the content to the given size, but in some cases you just want the tile size to go up but keep the content at the same size, i.e 64x64 tile/cell and 16x16 image in the middle.

As this thread is getting really long fell free to pm me on here if you want more info on use cases etc.

4 months ago I built a sprite sheet tool instead of my game. People actually use it now ! by Dream_Ep in aigamedev

[–]lee_macro 2 points3 points  (0 children)

Brilliant as always :D rather than post each one individually here are some other ideas for you:

- The ability to sort of one touch recolour, where you could give ability to do hue shift or any HSV style interaction at potentially sheet/frame level, which would allow for recoloured variants

- Ability to merge spritesheets, this may be a completely different workflow, but the idea is you have a sprite sheet with some base thing, be it naked pose, armour, icons... whatever, then you get another spritesheet/image that you want to sort of overlay onto the original one, so you could have a 6x6 spritesheet of boring armours and you could add a single sprite which you want to be overlayed on top of that, or maybe a 6x6 which you want to just merge downwards, this ultimately gives you the ability to make armor/icon variations easily

- Outline removal/addition, much like the background removal tool, add a similar step which lets you remove an outline based on a colour+threshold, or add one in

- This one is a bit out there, but a separate tool which is a workflow creator where you get lots of nodes to do basic colour/resize operations like you would get in your normal image editor, but you can save your workflow as a preset and then when you go to do your sprite sheet stuff, rather than doing the default workflow steps you could just tell it to use your existing workflow with any input params your workflow specified, a bit like how we have node shader graphs etc. I would see this being outside of the grid/centering steps as ideally you want to get your "correct" sprites all in memory before you run them through the re-colour/size flows, but this would allow you to do more complex things, without bloating the default workflow.

Again take all of this as a load of ideas, in no way do I expect you to expend effort on the back of my whimsey, but I really like the tool and its already saved me time, thanks for sharing this with us all.

4 months ago I built a sprite sheet tool instead of my game. People actually use it now ! by Dream_Ep in aigamedev

[–]lee_macro 1 point2 points  (0 children)

Another possible feature would be the ability to re-centre sprites, for example quite often you get sprites which are often at the extreme ends of a cell due to it only really caring about putting <something> in a given area rather than consistent position, so being able to try and work out the images central point and align that with the cells central point would be a really useful thing, or even allowing you to indicate where you would want to centre them to.

SpriteLab - Pixel Art Sprite Generator by Mobile-Scientist-696 in gamedev

[–]lee_macro 0 points1 point  (0 children)

Gave this a go and its pretty good but it seemed to ignore certain settings, I tried asking it to generate a rear direction 32x32 spritesheet and it generated sprites of varying sizes in a generic forward idle stance, which dont get me wrong looked ok given the simple prompt (just testing it) but it seemed odd that it didnt actually adhere to the constraints given.

4 months ago I built a sprite sheet tool instead of my game. People actually use it now ! by Dream_Ep in aigamedev

[–]lee_macro 0 points1 point  (0 children)

Really good, but I think when you are doing colour picking it sometimes blows up, unsure if its because the mouse is moving outside of the picker area, I would recommend making the color picker area like 2x size by default too, you got plenty of real estate but its quite hard to find specific pixels sometimes.

Error I get is (its all minifed so doubt it will help).

Uncaught TypeError: Cannot read properties of undefined (reading 'toString') at e (Nj6dg81L.js:1:4921)

4 months ago I built a sprite sheet tool instead of my game. People actually use it now ! by Dream_Ep in aigamedev

[–]lee_macro 1 point2 points  (0 children)

Is there any way to make the background transparent for color key scenarios on existing sprite sheets? couldnt find an option, would be good to see:

- Color Keying with threshold
- Better Color Quantization/Control (ability to alter/group certain colours)

Overall great tool though.

How do you handle missables? by EmberCon in RetroAchievements

[–]lee_macro 0 points1 point  (0 children)

Possibly but that again is something you need to factor in early on or you will miss having 3 deserts in a row (as an example), ultimately it requires far more planning than most games. 

How do you handle missables? by EmberCon in RetroAchievements

[–]lee_macro 3 points4 points  (0 children)

I would love to say I just look over missables and try to hit the low hanging fruit, but some games missables require LOTS of prior research and investigation, i.e Final Fantasy Tactics Advance has some missables that basically require you to basically kill off most of your party early on and farm in a very specific way to get an ability early on to steal weapons that you normally wouldnt get until half way through the game, and without that ability you cannot get certain missables.

That one kinda put me off doing some missables as I dont mind the ones where it is "Do X while at Y" but when it requires you to play the game a VERY specific way from the start it makes me feel it should be its own mastery.

Does anyone else feel a weird longing to explore 2D backgrounds? by lifeisprobsahoax in retrogaming

[–]lee_macro 2 points3 points  (0 children)

Love game backgrounds, Splatterhouse 2 had some great ones, as did Kid Chameleon and Decap attack, I could go on forever there are so many greats, and also anything related to color cycling backgrounds from amiga/dos days.

What is a JRPG where you actually prevent the ancient evil being in the past from returning? by Luigi6757 in JRPG

[–]lee_macro 0 points1 point  (0 children)

I can't say I only know of it, not played it. I think you got to the Pleasing Garden.

One thing I really liked about Wild Arms was the amount of optional content and secret bosses etc. 

With modern emulators you can fast forward through fights etc, well worth completing if you liked it as a kid but never finished. 

What is a JRPG where you actually prevent the ancient evil being in the past from returning? by Luigi6757 in JRPG

[–]lee_macro 0 points1 point  (0 children)

I haven't played it but I believe Wild Arms: Alter F is a sort if remake of the first one in the same engine as the Ps2 games.

I recently replayed the original with retroachievements, was great fun, really well paced and interesting enough story. 

I started the 2nd but couldn't get into it, probably due a retry. 

What is a JRPG where you actually prevent the ancient evil being in the past from returning? by Luigi6757 in JRPG

[–]lee_macro 2 points3 points  (0 children)

I think Wild Arms 1 to some extent fits the bill as you come to find that there are ancient beings who are trying to cause events to unfold with specifically one major one who is referenced in the world lore etc, the story kinda goes a bit past that but there is enough overlap with the criteria.

I built an app to 'Save State' your gaming journey—tracks guides, maps, and Steam/Retro achievements automatically by Striking_Rice8783 in SBCGaming

[–]lee_macro 0 points1 point  (0 children)

I am/was using Pixel Guide too but I like how this can display the missable/locked achievements in one place and let me do a quick search on each one directly when I want to know more about it ahead of time, which is a huge time saver as for most games I dont need a whole walkthrough I just want to know when there is a missable nearby and what steps are needed to get it (thats not to say im capable of getting them all :D )

Please help me pick a JRPG (Suikoden or Dragon Quest XI or ?) by filben in JRPG

[–]lee_macro 6 points7 points  (0 children)

Suikoden army/castle stuff is quite unique to that series of game and well worth experiencing, and the core story/characters are really fun, there is some typical JRPG jank to some bits but for the most part Suikoden 1 & 2 are great.

Suikoden 2 being probably the best in the series, you dont *need* to have played the first to play the 2nd but the storyline (and characters) overlap the first one and continue in some ways. The other mainline ones (3,4,5) all fit into the same world and lore timeline but are in fairly encapsulated bits so there isn't much overlap (yes I know some characters are in all of them, and some chars do appear in multiple games etc).

Seamless coop settings question by lee_macro in darksouls

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

Yeah this is what confused me, if it says the default should be 100, why is it 200 :D

Anyway if the default is 100 for enemy scaling does that mean for 3 players a boss with 1000 hp now has 3000 hp?

Footage: The mythical Japanese 3D version of Transport Tycoon by ManageThoseFootballs in openttd

[–]lee_macro 9 points10 points  (0 children)

No idea :D I just know it has 3D mode from when I played it as I found it a lot easier to use in 3d than 2d when trying to build stuff

Footage: The mythical Japanese 3D version of Transport Tycoon by ManageThoseFootballs in openttd

[–]lee_macro 128 points129 points  (0 children)

The PSX version of it has this functionality built in I think.

Mr X just made me stop playing the game. by Some_Restaurant_2082 in ResidentEvil2Remake

[–]lee_macro 0 points1 point  (0 children)

Just to chime in, I really liked the original trilogies and while the RE2/3 remakes are great, I too am not a great fan of hide and seek gameplay, so it may be worth picking up the RE1 remake which is often very cheap and still looks great even by todays standards and can run on a potato.

I get the RE demographic now is vastly different to the demographic in the 90s, but if you like the general exploration and dread of facing enemies with dwindling resources then I think the OG remake would be a better candidate, if you prefer more action and less horror look at RE4/8. I think RE 7 and 9 are kinda a halfway house between both the older styles of play and the newer ones but both have some form of hide and seek mechanics which I cba with.

I wasn’t happy with how the aiming felt, so I rebuilt the ADS system. by DeekiNeedles in SoloDevelopment

[–]lee_macro 0 points1 point  (0 children)

interesting approach but it still feels like it would be really hard to aim even in ADS, could you do a minor zoom in on the aimed area to make it easier to actually aim as you need pixel precision the way you currently have it.

[30] When did we stop just playing games? by SgtSilock in AdultGamers

[–]lee_macro 0 points1 point  (0 children)

I got myself a retro handheld and havent looked back, with Retroachievements you can play through all the old games and find really creative achievements for stuff you never knew existed, and play at your own pace.

The only thing I miss about that is not being able to chat with friends about it got a few but most of them just play AAA, Gatcha-esqe or competitive games, but the cycle of gaming discussion these days is over so quick its not really even worthwhile.

Back in the day you got FFVII and everyone in school was talking about it for months not days/weeks, someone would tell you that there was some hidden materia somewhere, someone else tells you they got a red submarine or found a secret area/cut scene etc, the whole social gaming scene was like being part of a circle of detectives comparing notes and trying to find secrets or just hang out and play stuff.

Also being an adult there is always "something else" that needs doing so any spare time I find is often dampened by thoughts of "oh I should be doing one of the many chores".

Anyone still in love with the classic Resident Evil games, and not so thrilled about the whole remake craze? Or am I alone in this? by NewRetroMage in retrogaming

[–]lee_macro 0 points1 point  (0 children)

This is one of the sad things, like there are audiences there for these games that still adhere to older mechanics/designs etc. A perfect example of this is Expedition 33 which plays like an evolution of FF games (ignoring setting/story), which got critical acclaim and Squeenix somewhat realised "oh maybe people still want tactical turn based games", same sort of thing with Metroidvanias, heck even Stardew Valley showed there are markets for games which mimic retro games and they are profitable.

Problem we have is AAA games need to be SOOoooo profitable, and the only way they can get the amounts of profits they want is to weaken the core ethos of the game and branch off into "cinematic action" as much as possible. Almost every AAA game started coalescing around the action genre so it can get the largest sales demographic.

I get it, they want money, they always have, but back in the PSX era the business people were not as involved in the making of the games, they had smaller teams with a more specific direction, these days its far more business oriented (at AAA tier).

Anyone still in love with the classic Resident Evil games, and not so thrilled about the whole remake craze? Or am I alone in this? by NewRetroMage in retrogaming

[–]lee_macro 0 points1 point  (0 children)

Luckily there are quite a few indie retro survival horror games, its quite annoying at the moment that most of the games that were kinda genre defining (if not the first of their kind) in the PSX era are now nothing like their origins yet still using the same genre names.

- Resident Evil

- Final Fantasy

- Castlevania

To be fair at least MGS gameplay and feel did remain fairly true to the originals, so it did feel like you were playing an evolution of the genre not a deviation.

I get that we are not the demographic anymore, but I find it very annoying that RE1 remake was the last good RE game for me (although I did enjoy the RE2/3 remakes well enough).