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  #901  
02-14-2016, 05:23 AM
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Also, you can use flower endlessly without much height drop if you just press the button fast enough



Doesn't exactly spell good programming, not to mention the game does not have many mechanics, this is, like, a core one
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  #902  
02-14-2016, 06:41 AM
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I got it for free from PS plus.
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  #903  
02-14-2016, 06:43 AM
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PS plus isn't free.
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  #904  
02-14-2016, 02:52 PM
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:
Doesn't exactly spell good programming
I see you use this line too much. Stuff like this happens. It's a smaller game that probably didn't get a lot of loving QA. I'm not saying it's ok but I'm not going to jump on the programmers either because lots of games no doubt have problems like this during development, and lots even have physics problems on release. It's not like they couldn't fix it, they just don't know it's there.
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  #905  
02-14-2016, 03:58 PM
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Grow Home was a internal project made by Ubisoft devs goofing around with Unity and then they decided it was fun enough to give it a public release. It sure isn’t going to win any awards but it’s fun to goof around in for a couple of hours. I’m sorry I mentioned it since it’s kicked up a minor shitstorm apparently.

-

Speaking of Unity games, just wrapped up a few hours of The Forest multiplayer. That game has been polished a fair amount since I last played to the point where I can actually get somewhere (with the help of a friend). It looks really pretty and there’s a lot to build and explore, but I feel like they need to hurry up and actually build the story mode because there’s only so much you can do without a larger goal to work towards.
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  #906  
02-14-2016, 05:59 PM
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PS plus isn't free.
But grow home was.

If your paying for something and they give you something extra then the something extra is free.
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  #907  
02-14-2016, 06:12 PM
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There is no such thing as a free game.

Last edited by Vlam; 02-14-2016 at 06:20 PM..
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  #908  
02-14-2016, 06:36 PM
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uuhhhhh....yes there is. occasionally i can download certain full games for completely free on Xbox Live because i have a gold membership. you keep the games permanently too. Mafia II was one of those games, i still haven't played it.
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  #909  
02-14-2016, 06:43 PM
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What about a free lunch?
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  #910  
02-14-2016, 06:45 PM
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  #911  
02-14-2016, 10:22 PM
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I got into the Overwatch closed beta and it's ruining my life. I cannot put it down and it is causing me to stay up beyond 3am again. But it really is a fun game I have to say.
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  #912  
02-14-2016, 11:05 PM
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Hearing good things from Overwatch. Glad its coming to consoles.
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  #913  
02-14-2016, 11:28 PM
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lololol console what a noob. Does OW still have the problem that on PC controller users get dumb console auto-aim?

I know lots of Quake people keen for Overwatch as something to play that will have some competition and a player base. I'll definitely play it on launch, maybe do some casting of it, but I don't know how long it will hold my attention for. I've been watching some old Quake pros play it and it definitely looks interesting - lots of fun movement for some classes, some good projectile based weapons are a big plus for me.
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  #914  
02-15-2016, 12:30 AM
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Not sure but I don't think they will be cross platform online multiplayer. But so far it's a really nice breath of fresh air into class based shooters. Making big plays is so so satisfying and there is a very high skill ceiling. It's very balanced for a beta but bastion and torbjorn need a nerf as they were recently buffed. Over all it's amazing and I can't get enough of it. It's also very polished too. I love the way the heroes interact in game with one another. They have small banter sessions and also when you kill certain heroes they say some great insults lol. Still finding new things each time I play and I've played for about 30 hours straight (almost. Lol)
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  #915  
02-15-2016, 12:41 AM
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I see you use this line too much.
I really wish I didn't have to.

:
Stuff like this happens. It's a smaller game that probably didn't get a lot of loving QA. I'm not saying it's ok but I'm not going to jump on the programmers either because lots of games no doubt have problems like this during development, and lots even have physics problems on release. It's not like they couldn't fix it, they just don't know it's there.
It happens, it happens quite a lot, frankly. I don't think it's a bug per se, it's just whoever implemented the gliding didn't thought this one through. Somebody had to be deliberately lazy while programming this, if you think about this.

The mechanics can be broken down to this:

You can glide if you are in air, have a flower, and press the button to enter the gliding state. While in gliding state there's a new (probably Integer) variable that decreases through the time and after it reaches a certain number the flower dissappears.

What should happen is:
If a player decides to unpress and press the button again the Integer variable should be at a same state as it was on the unpressing event, so you can't continously glide.

What really happened was probably something like this:
Each time you enter the gliding enters the state there's a new declaration of that Integer variable with no regard of previous instances of that state.

What I mean is, it shouldn't even reach QA. It's one of those things you should take care of as you program it. You do a little testing as you code it (especially in Unity). I think it can be compared with cases like: "As the character moves to the right, pressing also left causes the player to glitch in both directions". This stuff should be 101 of game making. Being a small team only adds to the misery, as small teams much easier to manage (and thus, find such things) than big corporation teams of hundreds of people.

I'd like to repeat my point about Grow Home being a small-scale game with not a lot of mechanics in itself. It's not that easy to miss that hard of stuff.

:
Grow Home was a internal project made by Ubisoft devs goofing around with Unity and then they decided it was fun enough to give it a public release. It sure isn’t going to win any awards but it’s fun to goof around in for a couple of hours. I’m sorry I mentioned it since it’s kicked up a minor shitstorm apparently.
It's still a commercial product, and it was not free for everybody, it costs 8 dollars. Not much but enough to expect a certain degree of polish.

:
But grow home was.

If your paying for something and they give you something extra then the something extra is free.
:
There is no such thing as a free game.
:
uuhhhhh....yes there is. occasionally i can download certain full games for completely free on Xbox Live because i have a gold membership. you keep the games permanently too. Mafia II was one of those games, i still haven't played it.
That's a common misconception, actually. It's true that most of games given "for free" to the public aren't in fact, for free. "Free" in a money sense, yes. But if somebody comes to you and say: "Hey, you can have this game for free, on the condition you'll put a poster saying you absolutely love this company (publisher) on the window of your home so everybody can see it", nobody would really say it's completely free.

That was the case with free Origin games. Origin as Steam's competitor, wants to grab the biggest attention of its users so offers them a free game, as long as they're using their platform, watch their advertisements (Origin has some), and therefore be aware of the pricing and be a possible future client etc.

They recently gave out the Need For Speed Most Wanted (not the cool 2005 one, the bad 2012 version)... But there's a catch: It has no DLCs included. The DLC pack (there are LOTS of DLCs for the game) costs like a full game. I haven't played it (nor do I intend to) but it certainly leaves a big room for suspicions.

On the other hand, there actually exist fully free games. Games that go open source, like Warzone2100, and has been taken care of by fans for years. No ads, no anything.

As for PS+/Xbox Live, I *really* don't want to make a long debate on how it's an anticustomer customer system. I'll just post a dunky's video, while it's humorous, it does contain serious thoughts about those two.

All I want to add is I actually had the displeasure of using PS4 with PSN for a prolonged period of time. PSN worked like a complete SHIT. I'm glad I wasn't the unfortunate sucker who actually pays money for that.

Hooray for long posts

Last edited by Varrok; 02-15-2016 at 01:05 AM..
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  #916  
02-15-2016, 01:25 AM
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Well let me throw 2 things back at that -

One is that iteration is a powerful tool, and just fiddling with a bunch of values until it works can be a good way to get movement right. Rapid iteration can lead to oversights though.

That kind of leads into the idea that it probably wasn't all done at once. Things change. Someone who possibly wasn't the original author had to change something at some point because it wasn't working properly. They might have had to change it to work differently, but didn't have time to completely rewrite it. Even something simple like this is never as straightforward as "sit down, plan it, do it perfectly, move on".

Also people fucking make mistakes. That doesn't make it bad programming. If mistakes can slip through into the finished product then you can't just pin that on the programmer(s).

Anyway let me explain why your solution doesn't work. But first let me explain how the glider actually works because you don't seem to understand. I could say lots of passive aggressive things about you not understanding the game here, but I decided a self-aware one would be best.

So a fall flower's durability is determined by how many petals it has. This is shown on your backpack all the time, but also is a visual indicator when you hold the flower. The game properly remembers how many petals you have, so your idea about it just getting reset as a single integer is off the mark. It's more complicated than that, but you're close. As you glide, petals fall off the flower at a certain interval. When there are no more petals you stop gliding and start falling.

The problem is that when you start gliding, your time is rounded up to a whole petal. This is because it would feel like ass if you think you have 5 petals, but when you pull the glider out one instantly falls away because you were only one or two ticks away from it running out.

Now unlike your proposed solution the actual implementation may require two integers, or maybe an int and some kind of floating point number if they use a delta time system rather than fixed interval frames.

So they probably designed the system, realised the petals falling away suddenly and unexpectedly felt like ass, and someone made the quick change to fix it. It wasn't as simple as sitting down and planning out the entire thing before hand. It never is. You're full of shit.

e: For the record, one solution to the infinite gliding would be to have a timer that counts how long between presses of the glide button. If the time between presses is too low then don't round the count down up to a whole petal.

Last edited by Phylum; 02-15-2016 at 01:30 AM..
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  #917  
02-15-2016, 02:07 AM
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I admit that's been a while since I played the game and I did not remember the details, and so my simplistic explanation of the process might not be very accurate.

However, I still think the idea behind it is.

:
Also people fucking make mistakes. That doesn't make it bad programming.
Of course it does, silly. Making mistakes while programming an aspect makes the aspect badly programmed.

I think you're mistaking me thinking that I say the programmers are bad, which was not my main focus of the previour post. I was talking about the issue, not about the people who made the issue. I do not know the internal struggles within the team, and compromises made to make it go public.

My explanation about developer being lazy might be not correct in a sense it might have not been the programmer's fault. I do not know. What I do know is that there's a person at fault on their side, a team manager, the publisher guy, somebody, maybe a couple of somebodies.

The issue still exists, and still could be easily avoided even without QA. QA is a fail-safe device for errors that usually couldn't be noticed while development. The only reason is why I thought the implementator is at fault is because I thought he was partially responsible for the concepts behind the mechanics (the details). The team was 8 people, it's not like they had additional staff for that. Whoever thought the pellet/flower reset in its current thought is a good idea didn't think it thoroughly enough.
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  #918  
02-15-2016, 02:38 AM
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It's still a commercial product, and it was not free for everybody, it costs 8 dollars. Not much but enough to expect a certain degree of polish.
It has 8 dollars worth of polish, dude. You're making a mountain out of this one molehill, and heck it's a singleplayer game anyway so it's not as if the exploit even hurts anyone.

edit: I just watched the video and it’s not like it’s even a game-breaking bug like antigravity or something, you can just use a flower over and over without needing to get a new one. I can see why they wouldn’t bother to fix it, it’s not a big deal at all – at worst a player will use it to save themselves a small amount of hassle.
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  #919  
02-15-2016, 04:11 AM
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During my leisure time I've ran through a couple of old Spyro games (I heard a Stewart Copeland (Spyro's composer) album, and everything he writes sounds like a Spyro tune, so I though fuck it, why not). I always used to think the second was the best. Now I'm convinced the first kicks the shit out of all of them. I like the simplicity of it, you just go around collecting things, there aren't really any challenges beyond flying to hard-to-reach platforms, and it isn't convoluted with lots of extra characters.
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  #920  
02-15-2016, 06:02 AM
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I always compare Spyro 1 to Crash 1. There's a unique charm with the first games which no other game can replicate. However I feel the later games were just flat out better and improved the formula. (2's my personal favorite in both of the series.)

Spyro 1 still has a lot going for it though. I always loved how it had huge, open levels. It was pretty impressive for PS1.
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  #921  
02-15-2016, 06:50 AM
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Yeah, the other games are an improvement, technically, and they expanded on the original formula in a way that presented a lot more varied and interesting challenges, but I think that's precisely why I prefer the first game - it's concise and totally uncluttered, and has an atmosphere that none of the future games would match. And I think it has the best music, too.
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  #922  
02-15-2016, 07:20 AM
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I think Spyro 3 will always be my favorite of the franchise but hot damn if the original game wasn’t the one that got me hooked on the series in the first place. It still stands as probably the epitome of a 3D platformer and I’m amazed that the genre died off when it had such good roots.
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  #923  
02-15-2016, 01:36 PM
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i always wanted to play Spyro when i was a kid but all i had were a couple of demos. Spyro 2: Gateway to Glimmer was one of those.

i jealous.
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  #924  
02-15-2016, 04:15 PM
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dude it’s the internet age, ebay that shit or just hook up a rom and an emulator
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  #925  
02-15-2016, 04:21 PM
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  #926  
02-15-2016, 04:33 PM
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I heard rumours that they are bringing crash back. Its not Naughty Dog who is working on it though.

What sounds better? A brand new crash game? or a remake of the 1st one.

I just hope they dont use the shitty tattoo version of crash and stick with the original.

If they succeed, I hope to god they consider a Spyro remake. But mostly I just hope they do it right and not rape my childhood.
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  #927  
02-15-2016, 07:20 PM
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i woudlnt want a remake of the first game. The second and 3rd, sure. or all 3. The first one is the worst imo, and I like the environments and characters from the 2nd and 3rd better.



Above all else I want a remake for Crash Team Racing my favourite game of all time.
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  #928  
02-15-2016, 08:41 PM
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  #929  
02-15-2016, 08:43 PM
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I don't know what a Crash remake would even be.

I'd like to see the same simplistic hub->level gameplay of Crash 2 redone, complete with classic scrolling levels. They could really crank up how you interact with the environment, especially the enemies, and find some clever ways to expand beyond the rail-cameras of the originals. I don't know if the world needs another Crash game, but I do think the new generations have something to offer the old school arcadey platformers of yesteryear.

My bet would be on a smaller game priced around $20-$30 though.
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02-15-2016, 09:30 PM
Job McYossie's Avatar
Job McYossie
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i woudlnt want a remake of the first game. The second and 3rd, sure. or all 3. The first one is the worst imo, and I like the environments and characters from the 2nd and 3rd better.



Above all else I want a remake for Crash Team Racing my favourite game of all time.
Okay can we just talk about CTR please for moment because wow, I love that game very much and I always have. Before I am blamed for it, yes I had in fact played Mario Kart too while I was young so it's not just a nostalgia thing. CTR is a fantastic kart racer that controls wonderfully, has a pretty good roster considering how limited it's base material was, and looks gorgeous. The last point for me probably is the biggest, CTR is a very pretty game (albeit nowadays it's outdated) and, in my opinion, very much so outdoes MK64.

Now there is one particular thing that makes CTR look so much better to me and that's the racers themselves


MK64 uses sprites.


Proper models.
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