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/vr/ - Retro Games


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File: 22 KB, 304x224, 1947071D-590C-4DA0-A13B-55CC069BD8CC.png [View same] [iqdb] [saucenao] [google]
4494092 No.4494092 [Reply] [Original]

I’m interested in finding about the hidden or behind the scenes working of game mechanics. For example, in Samurai Shodow, mashing a button during a sword clash doesn’t actually do anything, the winner is decided randomly.

>> No.4494097

>>4494092
That mechanic works as intended if you play a human opponent, you piece of shit.

>> No.4494101

>>4494097
Not OP but what happens if both players tie? I don't play SamSho but this seems interesting.

>> No.4494125
File: 828 KB, 2216x2476, 832d305c714cc0f81d774a6247913f7f.jpg [View same] [iqdb] [saucenao] [google]
4494125

>>4494101
Then is random.

>> No.4494127

>>4494101
I'm sure both loser their weapons.

>> No.4494129
File: 340 KB, 1434x788, Haohgen_eiji.jpg [View same] [iqdb] [saucenao] [google]
4494129

>>4494125

>> No.4494131
File: 218 KB, 842x1191, 1511898375367.jpg [View same] [iqdb] [saucenao] [google]
4494131

>>4494129

Who draw this?>>4494125

>> No.4494134

>>4494131
Start another thread, this isn’t about Samurai Shodown art.

>> No.4494135

>>4494101
You can see a tie here at the 35 second mark
https://www.youtube.com/watch?v=OzNrg8t2B0Y
Both players lose their weapons.

>> No.4494140

>>4494092
How the fuck else did you expect the CPU would do it? You thought there was a mechanical arm pressing buttons behind the arcade cabinet?

Why are people surprised at this?

>> No.4494142
File: 72 KB, 291x491, Bakraid's Creator.png [View same] [iqdb] [saucenao] [google]
4494142

If you want to think to yourselves "What the fuck were they thinking?" research the rank and scoring system of Battle Bakraid.

>> No.4494146

>>4494135
ty anon

>> No.4495619

fpbp

>> No.4496046

>>4494092
Pokemon's good for this sort of thing.

>> No.4496097

>>4496046
Not really, it's just that it's been more research both due to its popularity as a series and to the fact that the game has a versus aspect while still being turn-based. It's still complex beneath the surface, but other games are very complex as well, just not as well known. The recent speedrunning craze is spreading this knowledge, though.

>> No.4496168

>>4496097
Some rpg formulas are just whacky as hell. Pokémon has some amazing and illuminating glitches.

>> No.4496195

>>4496168
The first games were notoriously badly programmed, yeah.

>> No.4497381

>>4494125
I believe is Kita Senri.
>>4494134
Faggot.

>> No.4497889

>>4494142
He did it for the monies.

>> No.4497893

>>4497889
Yes he did, doesn't change the fact it's a uniquely crazy way to get monies lol

>> No.4499693

>>4494142
the scoring system is dumb in bakraid compared to other yagawa games, the game is just kusoge compared to garegga or batrider in terms of being fun to play and from a competitive standpoint

>> No.4499950

>>4494140
You would expect it to buffer inputs at a certain rate based on character, difficulty settings and a bit of random jitter. So that you as a player win or lose by being faster than this pre-determined rate. Just deciding randomly smacks of "TODO: Implement not-shit code"

>> No.4500101

What made a platformer have "tight" controls?

Take Mega Man X4 for example, I have never played a game whose controls feel better than that. When people make shitty platformers today they don't even come close to X4's controls. How does it work? What's the secret

>> No.4500439

>>4500101
Mega Man games lack momentum, I feel this is the key aspect. As a Mega Man kid (X4 is one of my favorites as well) I can't stand momentum-based platformers including the Mario and Sonic franchises.

>> No.4500458

>>4499950
This, I agree with that.

>> No.4500505
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4500505

How do you do that cool thing in Samurai Shodown V special, where you can grab an opponent blade mid-swing if you've been disarmed yourself and are fighting using your fists, thus disarming them?

>> No.4500884

>>4500505
214,6+dodge
same command if you had a weapon

>> No.4501071

>>4500439
Yeah you're right. I never thought about that until now. I never really liked Mario and never understood why. To me it seems he just doesn't go where I want him to go and it's frustrating on a subconscious level. I really like Sonic though; it's as if the mechanics are more intuitive to me somehow.

There's something about Mega Man that's subtle though. It's a certain precision, sharpness and responsiveness. You can walk continuously or move pixel by pixel in a given direction. When you jump you just jump then fall down, accomplishing what you need and returning to the ground without wasting time; it's instant and fast, you have full air control but you don't float. Dashing makes you go faster and with a lower profile. The game design is orthogonal, everything works well together. You can walk, dash, jump, shoot or any combination of these elements. Dash jumping in particular just works, with the right timing it doesn't even waste frames with the dash animation, it skips right to the dash jumping state and it feels really good seamlessly dash jumping all over the place.

>> No.4501121

This thread had potential but per usual it’s been filled with shitposts.

>> No.4501492

>>4501071
Indeed, Mega Man just lets you fully control yourself in midair with no momentum physics or any kind of realism. The jumps are also right: not too floaty nor too fast. When you jump you know exactly where you'll land, and they only added one extra variable in the X series with the dash.
However, this is not as common since the most popular pure platformers were momentum based such as the aforementioned Mario and Sonic, and the most popular action platformers had 100% commitment rigid jumps, like Ghost n Goblins and Castlevania, so the industry naturally copied those more.

>> No.4501521

>>4501121
But it's board culture! Wallowing in "irony" and shit is a literal culture.