it would have to be rotated, the route should be coming from the northwest instead of the southeast. so the buildings would have to be upside-down yes but i kind of think that would only make it better. but again this is just me personally
What was happening is that at its core Doom, like all VGA games, uses a custom shared 256 colors palette for all its elements at a given time. That pallette is not segmented per purpose, ie there isnāt like 32 colors for the UI, 128 for walls, 64 for monsters and whatever, they can all pick from the whole palette. So, a PWAD (a partial mod) can override that palette, but because all in-game resources are indexed against it changing a color can affect unrelated elements.
So if you remove, say, some browns to make room for cyans your shotgunās handle is gonna have cyan stripes, maybe doomguyās hair too, maybe some unrelated shades that are mapped to brown when in the dark, etc. Any resource from the original game you intend to use in your mod will have to be remapped against the new palette and added to the mod, drastically increasing the workload and size. All in all it was much simpler to have tools that do the reverse, ie draw or process your new graphics with the preexisting palette, which included lots of greys and browns.
Modern reimplementations donāt have that problem because without the VGA limitation you can just allow each element to separately draw from a given palette (or directly in true color for that matter).
what is this? it is very appealing
i hate to be the bearer of bad news, but itās a combination of a real photo and one of the gba pokemon games
(OG tweet: https://twitter.com/ZaGorudan/status/1646382233870036995)
Only in R.A.D. can you shrug off getting hit by a cop car, then go to a grocery store and robotically remark on how affordable the prices are with the gameās cruddy voice acting.
i had assumed the street and pier were two separate photos stitched together but apparently itās a single painting (!!) by Australian artist Ron Francis:
the reference is to one of the routes in the first pokemon generation, which pulls you in a steep downward incline when you enter it on bicycle
the whole underground market and brokerage scene around this fucking cat. People paid real money to have someone kick this guy out of their village so they could move into theirs
After another long daily commute I had a kid no older than 5 years old point at me and make a inscrutable noise while standing on a garden wall from across the road
He was wearing a Sonic Adventure tee-shirt
I pointed at him and laughed along
It made my day
EDIT: Also an odd coincidence how after rescuing my dusty DC from the attic last weekend I would come to find it loaded with no other than Sonic Adventure
Yeah, that was a ghost.
Okay so a week and a half later and it is the Cerebral Gameās showcase on Steam (basically a puzzle game fest run by Draknek & Friends) and it reminds me that i played the demo for A Slugās Dream last puzzle thing they ran, which is a 3d sokoban where the blocks donāt automatically stick together but portals are in play that can ram them together into odd shapes you then must use to get to the delicious flowers you desire to eat. Same sort of āon a bunch of islandsā presentation, same overworld (although the demo version does not have you gaining blocks to gain further access gimmick). Same basic naming convention. This one is made my an Argentinian dev instead of a Chinese one though, although they also got their start on itch.
(FWIW based on the demos this seemed like the one with the most potential).
Anyways I now feel like something has to be up, but I have even less idea what it could be. I wonder if there was an itch game jam or something which had a theme along the lines of this and these games are all just the result of it, but that is just a complete shot in the dark.
In BeamNG sometimes I drive around and roleplay very stupid people based on the cars they drive. I have an entire character and backstory based off this 4 door off-white base model sedan. Bradley! Bradley is the regional manager of a call center. He really sucks. He drives incredibly badly and tailgates people. All he listens to are podcasts about hustle culture. He drinks 2-3 Five Hour Energy drinks for breakfast. When Iām RPing heās driving from one awful call center to another, showing an up-and-coming newbie āthe ropesā while bragging about his new car that āhe just got back from the body shopā. His entire life goal is to work in āSales developmentā who all they do is renew contracts with existing clients by doing a bunch of cocaine with them in a shitty SF hotel. But to do that he has to āget the numbers upā and during these drives as his car disintegrates heās taking multiple calls about why the ānumbers are down this quarterā.
Usually these end at the call center after a frantic drive back to get some vital mcguffin Bradley forgot, losing face in the process as upper management watch the car drag itself on blown tires into Bradās designated parking spot.
Oh Deereā¦
always felt that there was something odd or unconventional about the level layouts in portal, lacking the āfamiliarā qualities of miyamoto- or romero-like design, while also not feeling random in the way that i easily dismiss from my mind. thinking particularly about chamber 18 and how tall and precipitous it was.
currently thinking about how the Wet Dry World skybox from Mario 64 alone has inspired more internet discourse than pretty large percentage of games by people i know do all combined
wondering if anyone ever got the valkyrie profile A ending without a guide
me
nice