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StarTopic Nintendo General Discussion Thread |ST11 Aug 2022| Everybody's 11-12 Discussion Thread

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There's a BOTW2 patent that was published earlier today on the US gov patent site. I think it's one of the ones we saw in December but its weird to see it published on that site just this morning.
 
Does anyone know a good way to stream PC audio to my phone? I'm trying to find ways to get around Roku's Private Listening HDMI restriction so I can get PC audio through my hearing aids, but I haven't found a good solution yet.
 
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That’s chapter 10 of FEWTH down! On eagles route. Choose to recruit Byleth this time. I’ll go against her on a route I care less about. Like Claude’s, I don’t mind the potential of a bad ending for him

Time to dive back into Xenoblade 3
 
I think I got it, US 11,426,659 B2
Ah with that number format that means it was granted, not just published. Patents are usually published before granting and given a different type of number (20XX/1234567), the reason this one dropped today is because the patent was finally granted.
 
Do you know if gameplay mechanics/gimmicks are often granted? I don't know anything about game development and you seem more in-the-know.
I feel like they're not uncommon but I'm not super familiar with them. I know of two famous ones, including the sanity system from Eternal Darkness.
 
I said I was going to try and do something cool today, so her was my attempt. I made a blackberry martini. The garnish was a fruit leather I made from the left over crushed fruit I used to make the syrup. Been into sustainable bartending videos recently and found this idea on Kevin Kos Clover Club video. Turned out pretty tasty. Need to get a fine mesh strainer to strain out the small ice chips.

42022-F4-E-223-F-4662-AC5-F-E84-A22168-C9-F.jpg
 
So I’m finally playing Portal 2. The first Portal was such a special game for me, but I never actually played the sequel. I just started chapter three, and I can already tell that the puzzle design is on another level compared to the first game. There have been some super clever puzzles so far that have been pretty satisfying to figure out. And it’s so charming! Which is weird, cause Glados is just basically calling me a piece of shit every two minutes.
 
In college, one of my roommates and I had the bright idea to play Portal 2 co-op but we would take a shot after we solved each puzzle and see how far into the game we could get. You can imagine how that went.
 
In college, one of my roommates and I had the bright idea to play Portal 2 co-op but we would take a shot after we solved each puzzle and see how far into the game we could get. You can imagine how that went.
Six levels? Eight?

Oh god I’d be puking. Source games make me queasy already, can’t imagine throwing shots into the mix
 
Do y'all want DK roller coaster spoilers? Because Screamscape has them.

1 - After making a quick u-turn your cart will move up the first lift hill and towards that giant barrel we mentioned that was sitting at the top of the temple. Upon entering the barrel your cart will lurch forward at great speed and perform the first of several “jumps” over a gap in a broken section of track.
2 - Sticking the landing, your cart will head forward and towards an entrance into the temple, but watch out… Donkey Kong and son are riding head-on at you on another mine cart, speeding into view from around the corner up ahead to the left. Without warning your cart vears off the track to the right, diving down into darkness.
3 - Suddenly back on the tracks but at high speed your cart will suddenly climb a hill just as you venture back out into the sun to leap another gap in the tracks.
4 - After a quick straight away you’ll head towards what is either another jump effect or a small dip into a small bunny hop and then quickly bank right into a tight turn towards a cave entrance.
5 - Darkness here, and what I understand in the dim lighting you may see a pair of tracks ahead, each with some kind of construction disruption or a mine-character blocking the tracks so your cart will perform a couple of rapid track swaps to avoid these obstacles and head back towards the light ahead…
6 - Lift Hill 2 - Back into the sun and rising towards the waterfall…
7 - Passing under the waterfall, your view is obscured by mist as you approach what I call the corkscrew gag. The track ahead will appear to literally climb the walls of the temple into a corkscrew inversion. What you don’t see is that the true coaster track below the fog will instead take a steep dive and quickly bank to the right and back outside once again.
8 - Much like Scene 3, your fast moving cart will quickly climb and I believe perform another jump over some rocky terrain.
9 - Sticking the landing, again into another hard banked right turn, but I think you’ll simulate riding on a single rail as you navigate the turn through some kind of rocky section of broken track.
10 - Splashdown… and yes, real water. The true coaster track will dip below grade through the hidden slot while the bottom of your mine cart will bounce and splash across a small body of water, before rising up and going back inside the temple once again.
11 - Finale… you encounter a big animated figure of Donkey Kong celebrating your run with a Hi-5 as you approach a treasure room with Diddy Kong and a massive golden banana before slowly rolling back into the station.

Other details: https://screamscape.com/html/epic_universe.htm#DonkeyKong
 
Do y'all want DK roller coaster spoilers? Because Screamscape has them.

1 - After making a quick u-turn your cart will move up the first lift hill and towards that giant barrel we mentioned that was sitting at the top of the temple. Upon entering the barrel your cart will lurch forward at great speed and perform the first of several “jumps” over a gap in a broken section of track.
2 - Sticking the landing, your cart will head forward and towards an entrance into the temple, but watch out… Donkey Kong and son are riding head-on at you on another mine cart, speeding into view from around the corner up ahead to the left. Without warning your cart vears off the track to the right, diving down into darkness.
3 - Suddenly back on the tracks but at high speed your cart will suddenly climb a hill just as you venture back out into the sun to leap another gap in the tracks.
4 - After a quick straight away you’ll head towards what is either another jump effect or a small dip into a small bunny hop and then quickly bank right into a tight turn towards a cave entrance.
5 - Darkness here, and what I understand in the dim lighting you may see a pair of tracks ahead, each with some kind of construction disruption or a mine-character blocking the tracks so your cart will perform a couple of rapid track swaps to avoid these obstacles and head back towards the light ahead…
6 - Lift Hill 2 - Back into the sun and rising towards the waterfall…
7 - Passing under the waterfall, your view is obscured by mist as you approach what I call the corkscrew gag. The track ahead will appear to literally climb the walls of the temple into a corkscrew inversion. What you don’t see is that the true coaster track below the fog will instead take a steep dive and quickly bank to the right and back outside once again.
8 - Much like Scene 3, your fast moving cart will quickly climb and I believe perform another jump over some rocky terrain.
9 - Sticking the landing, again into another hard banked right turn, but I think you’ll simulate riding on a single rail as you navigate the turn through some kind of rocky section of broken track.
10 - Splashdown… and yes, real water. The true coaster track will dip below grade through the hidden slot while the bottom of your mine cart will bounce and splash across a small body of water, before rising up and going back inside the temple once again.
11 - Finale… you encounter a big animated figure of Donkey Kong celebrating your run with a Hi-5 as you approach a treasure room with Diddy Kong and a massive golden banana before slowly rolling back into the station.

Other details: https://screamscape.com/html/epic_universe.htm#DonkeyKong
Not going to read the whole thing because of spoilers, but...

"...Donkey Kong and son..."

😑

Unless they mean Jr. which I doubt.
 
I saw the Star Wars talk in the night.


You are all wrong, the last good SW movie was Empire Strikes Back, the following 7 movies all range from "mediocre at best" to "holy fuck how is this IP still this popular".

(I didn't see the last one however)
 
I had a funny experience yesterday where I sat at a table with two japanese guys and we were talking about games we liked. One of them said his favorite game is Horizon, which is a very western game
Should've asked them how big Sony's paycheck was. What a rotten world we live in. smdh
 
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Well good day, everyone, what is ha—

giphy-downsized-large.gif


Raiders of the Lost Ark alone is better than anything Star Wars ever could have hoped to be.
 
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Warning: long development related post which is more or less just me talking something out with myself to figure out the best way to do something.

So my game has a first person world map. The map has everything at exaggerated sizes like old jrpg maps tend to do. Like, you move one tile in game but in the world that's supposed to be 5 miles or something, you get the idea.

Something I'm having trouble figuring out is how to deal with enemies on the world map/overworld. In individual levels it's easy, I'll place probably no more than 60-70 enemies total and they'll be fairly easy to load since there will be only a few enemy types per level.

But the world map is supposed to have lots of discrete regions and should have enemies more or less sprinkled all throughout it since that will be one of the main impediments to traversal and exploration. The world map is a 64x64 grid, while each dungeon is either 10x10 or 15x15 (though some have multiple floors).

Basically the issue is, if I want to have enough enemies to make the world map interesting it'll probably have to be several hundred, maybe even up to 500. And more importantly there will have to be lots of different enemy types to reflect a diverse world. Probably close to 75, maybe even much more.

Both of these numbers present unique problems:

1) Amount of total enemies:

Many of my functions, especially in combat, use a node called "get all actors of class" where the class is enemybase. Meaning, I'm constantly asking the engine to find every enemy object in the level I'm in. For most dungeons where there are no more than 70 that is instantaneous and shouldn't bother the CPU too much, but on an overworld with 400-500+ objects, calling that function every turn of combat, sometimes multiple times per turn, would very likely be a huge CPU drain.

2) Amount of enemy types

The game needs to load each enemy's data every time I load a new level. Again with dungeons where you've got maybe 5-10 enemy types this isn't a big issue. That's like, maybe 30 to 60 textures and models needed at the most. With 75+ discrete enemy types I'm now looking at 450+ unique textures, many of which are very high resolution. So this would be a huge drain on the RAM and probably GPU too.

Basically, I feel like for the scope of the game I'm making (and the dinky ass laptop I'm making it on) placing every enemy in the worldmap seems unfeasible. But then what are the alternatives?



A) Random encounters
Everybody hates these. But they can be done in less offensive ways, like I can make a visible "wandering blob" type entity which moves around the worldmap and once you get close enough it spawns a group of random enemies. This way I only have a few enemies and enemy types in the level at once, much more manageable. But is it fun? Is it a pain to know you might encounter an enemy but have no idea what enemy?

B) Separate worldspace
This is one that I really don't want to do. One of the main reasons I love WRPGs is that everything takes place in the same worldspace- exploration, combat, dialogue, shopping... it's the biggest difference IMO between WRPGs and JRPGs. I'm making a WRPG, despite the fact that everything else about it feels more like a JRPG.

C) Regional spawns
This feels like the best solution at the moment, But I'm having trouble figuring out how to go about it. Basically the idea is, I still have one single worldmap level but I will divide it into regions using invisible box triggers, and when you move from one box trigger to the next you will spawn all of the enemies that will go in that region. I can place a ton of specific spawn points tied to specific enemies, or some can be randomly placed or have random enemies. The problem in my mind is what happens when you move from one region to the next? Do all of the enemies from the previous region disappear? How would that work if you're in combat and moving across these region lines? I can see that being extremely finnicky in situations like this.




I'm pretty sure I convinced myself to thoroughly test and explore option C but if anyone has any thoughts I'd love to hear them.



EDIT: cursed by the bottom of the page
Since this was an effort-post at the end of a thread page, you get a "Yeah!"

...Yeah!
 
Since we are at the end of August now. Thank you all for being with me and listening to my hand issue going on all this time during all this as well as making this a great thread on top of that.

Cheers to a great September and hopefully my hand will get better
 
Since this was an effort-post at the end of a thread page, you get a "Yeah!"

...Yeah!
I greatly appreciate the yeah.

I was tempted to put it on the next page too but I feel like I talked myself into a solution anyway so no need to bother others.
 
Since we are at the end of August now. Thank you all for being with me and listening to my hand issue going on all this time during all this as well as making this a great thread on top of that.

Cheers to a great September and hopefully my hand will get better
Not really related, but it seems that the 2022 games and early 2023 games in this video hint at a good next few months of gaming:




But honestly: I'll be busy with finishing Pathfinder: Wrath of the Righteous and Yakuza: Like a Dragon so I'll miss most of it.

I play at least 3 games a year and no more than 5, I think, since I've gotten back into gaming.

Well, at least, that seems to be the pace in which I play through video games.
 
Hi! It’s the last day of the month, so I’m excited to share I’m planning to post the September ST roughly in the next eleven to twelve hours or so! Heading to bed shortly and I know people will start wondering, so I wanted to give this update in advance :)
 
Finished DMC2, but now I found out Lucia is not just a different character you can play with, but has a whole standalone campaign, and the thought of doing that as well kind of haunts me, ngl.

At least it is shorter than Dante's campaign.
 
I said I was going to try and do something cool today, so her was my attempt. I made a blackberry martini. The garnish was a fruit leather I made from the left over crushed fruit I used to make the syrup. Been into sustainable bartending videos recently and found this idea on Kevin Kos Clover Club video. Turned out pretty tasty. Need to get a fine mesh strainer to strain out the small ice chips.

42022-F4-E-223-F-4662-AC5-F-E84-A22168-C9-F.jpg
Ooh damn, that looks tasty. You got a link for this recipe?

Since we are at the end of August now. Thank you all for being with me and listening to my hand issue going on all this time during all this as well as making this a great thread on top of that.

Cheers to a great September and hopefully my hand will get better
Thank you for your stewardship of this ST and guiding us through the storms of chaos 🫡 There's still a half hour left to see Lukas' September 1st prediction come true in spite of overwhelming insider evidence to the contrary, but while I may not personally believe, I hope that those who remain steadfast are rewarded for their faith.
 
Ooh damn, that looks tasty. You got a link for this recipe?
.
I just made it up! 2 oz gin, 1 oz elderflower liquor, .75 oz lemon juice, .75 blackberry simple syrup. Then just shake with ice and strain. The fruit leather is just the expelled fruit I mashed in a mesh strainer for the syrup. Then I laid it out on parchment and dehydrated for 12 hours at 120 in my food dehydrator. I think it could probably be baked as well, so google probably has the time/temp for that.
 
NIS is going to have a presentation on Sept 7th with 4 announcements. Hopefully the announce GrimGrimoire for the west. Now if Utawarerumono Zan 2 is not announced here I can really consider the dream is dead

 
I saw the Star Wars talk in the night.


You are all wrong, the last good SW movie was Empire Strikes Back, the following 7 movies all range from "mediocre at best" to "holy fuck how is this IP still this popular".

(I didn't see the last one however)
hottest take: there are no good Star Wars movies
 
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