An update:
I have written down the edit point totals for a bit over 1250 of my edits so far in a spreadsheet, leaving about 150 left.
I realized today that March Madness is likely gonna be canceled.
An update:
I have written down the edit point totals for a bit over 1250 of my edits so far in a spreadsheet, leaving about 150 left.
I realized today that March Madness is likely gonna be canceled.
Important information from the NiGHTS’ original website
this is cool to hear. i got into Wrecking Crew for the first time this past year when it released on the Switch Online stuff. it took me a little while to get into the rhythm of it, but i find it to be a pretty relaxing puzzler. had no idea about these secrets, though!
played the second half of combat evolved with podcasts in the background, felt cathartic
i should get a new mic and badger people to play co-op
also a friend is selling his super famicom and sd2snes cheap so i’ve been tempted to pick up the old trinitron i left at my folks’ place and take it
as if I didn’t have enough goodwill toward Ori 2 because one of my favourite flash game devs is the physics programmer, it has a link’s awakening style junk trading sidequest
They picked up some good ideas from Hollow Knight for Ori 2, I’m pleased. Also it’s nice to have a better attack than the orb from the first game.
please confirm that it controls better than hollow knight ty
confirm
it probably won’t blow you away (though the setpieces do ramp up at a pretty good clip thus far) but it does pretty much everything right for a game like this
first half-hour of Ori: yeah, this is okay
after unlocking the Bash skill: MY BEAUTIFUL BABY BOY IS BACK
w-wait, what issue with hollow knight’s controls do you all have
i swear to god you guys come out of left field with the weirdest takes
yeah lol it controls like a very tight post-sotn castlevania?
It’s way too tight and everything feels uh binary. Like you’re either moving left or you’re not. There’s no start up, there’s no turning animation, there’s no momentum. Even the jump arc is fucked up. You move at a constant speed up, and it feels like right when let go of the jump button you immediately starting moving downward at the exact same speed. The only way you get a normal looking jump is if you hold the button the whole time.
Pressing the attack button does nothing to your movement, so it feels weightless. The “knockback” from attacks hitting things just move you some set distance away. They don’t give you momentum, they like interpolate you between one point and another.
ahhh, ok. so you’re talking about animations, then, more than controls. or at least the way the animations and controls interact with each other and inform your movements. i can appreciate that, even though i can’t say that it ever really put me off or inhibited my enjoyment of the game. on the contrary, i feel like it understands the tightness of its controls well enough to make boss fights especially pretty exciting. idk. i guess thinking of the size and weight of everything in the world of hollow knight, that tightness kind of makes sense to me? it’s almost like the difference between rolling in souls and dashing in bloodborne.
Sorry – yeah, by “controls better” I meant “feels better to control”. I think you can control precisely in it, I just don’t think it feels good. Although I’m not sure I’d agree it’s only “animations”. It’s the physics themselves I have a problem with.
There’s hardly any nuance to how the character moves, and that’s basically the one thing I want out of a platformer. Like, compare to Celeste. Also a game with very “tight” controls (and basically no turning animation) but it feels so much more smooth and refined. The difference is when you press right in Celeste it’s taking into account your current momentum and other external forces, and in Hollow Knight it’s just moving you some set distance to the right.
Hmmm I see what you’re saying about Hollow Knight, but that felt pretty good to me. Like really satisfying movement.
yeah, i could have elaborated on ‘animations’, which i figure also factors in physics. my point being you were talking about more than just the actual controls originally, which is what threw me off.
idk about “some set distance to the right,” though? it’s not a set distance–that makes it sound like you’re moving over a tile, or something. it’s just down to how long you hold in that direction.
Set distance per physics tick. A single constant velocity!
eureka!
Hollow Knight is extremely low-momentum, which I guess is trendy but only feels good to me in a puzzle platformer context. I like the quick falls, though.
Mega Man always did ok with very low-momentum movement, which was appropriate in the block-like level layouts and stop and go nature of the shooting. But it wasn’t outrageously fun to move in until X which is what I love about that game.
It’s interesting how Nintendo has continuously scaled back on the momentum in Mario games, most sharply from SMB1->SMB3->SMW, but up through NSMB, too. Lowering momentum apparently makes it approachable, even as it removes depth.
Ah neat; Thorson just posted a thread about all the ways Celeste makes input easier.