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  1. In Topic: Fundamental Flaws of Classic Sonic (Mania Spoilers)

    Today, 12:15 AM

    Difficulty in games is a good thing, but requires careful handling:

    Challenges: Tests your knowledge of previously introduced mechanics, and clearly communicates what's expected of the player to be successful at the challenge. Fair game challenges are often about timing, reaction speed, and critical thinking, but do not require prior memorization of any specific layout for the player to be successful and receive no penalties.

    Frustrating difficulty: Danger appears without warning or time to react, there is little to no indication of what to do to win; Frustrating difficulty means it is nearly impossible to avoid danger or penalty without prior memorization of the layout


    Once the player fully understands the rules and mechanics of a game:

    Challenges make the player want to replay a game to get better at the game because failing never means the game is tricking you out of nowhere.
    Winning becomes more satisfying when it's by pure skill of timing and applying knowledge of mechanics.

    Frustrating difficulty hits you with a loss out of nowhere even when you fully understand and apply the game's mechanics;
    it makes a game becomes less about applying skill and more about memorization of a layout.

    For a difficult game to be challenging and fun, it can't randomly make the player loose or have a penalty without warning or conveyance, tricks and fake outs aren't a fun challenge.


    Now, here's something I'd like to see:
    Challenges and obstacles designed so that it should be reasonably possible for a very experienced player(i.e. someone already great at Sonic style platformers) to be able to do a no damage run of Sonic Mania (or a future game like it) on the first playthrough. (Because application of skill, not of layout memorization)
    Prior memorization of layout should not be necessary for a no damage run by a skilled player.
    Again, it does not mean a game should be easy, it just means a game should clearly present to the player what the challenges/obstacles are, give them time to react, and convey what is expected of the player for them to be successful.

    ---

    Can anyone do a no damage run of Sonic Mania? (or Even harder - No damage on first playthrough?)
    Things to note: For a no damage run - How much does it require prior memorization of layout, how much of the damage is properly conveyed, does all damage feel fair and avoidable?


    Spoiler
  2. In Topic: Question: Best way to open-source an engine to the community

    26 May 2017 - 09:11 PM

    View Postcmakeshift, on 23 May 2017 - 08:00 PM, said:

    My problem is, while I'd love to develop this as much as possible before release, I simply do not have the time.
    I thought it would be a nice thing to do to just give it to the community right now, and see what can be done with it. Maybe bring on more people and then work on a fangame? Who knows.

    Is anyone really, truly interested in this? Would it be a problem to just put this up on GitHub, with the Sonic assets and all? Opinions, ideas, and angry mobs are all welcome.


    Please reconsider using MIT, BSD, or Apache 2.0;

    GPL will discourage people from using your code with existing MIT/BSD/Apache code.

    --

    cmakeshift said:

    Thanks guys, I have settled on GPL v2.


    Please reconsider not using GPL.

    GPL will add extra restrictions that will limit the amount of people that can use your code.


    GPL is a viral license
    This means, anything you combine with GPL, must also be under GPL.
    This is bad, because relicensing existing work to GPL is not always practical.

    First of all, most new open source software is MIT licensed(at least on Github's ten million+ repositories https://github.com/b...e-on-github-com)
    Posted Image


    GPL is incompatible with MIT, BSD, Apache, and most other licenses
    This is bad because it means people can't easily use their own MIT code with your engine to add new features.



    What if someone has made a good graphics engine in MIT license,
    and then they want to combine MIT code with your GPL code for the 2D physics so they can make this?:

    https://www.youtube....h?v=ZxXycBv3Rlk

    If you use GPL, they can't do that, they have to relicense all of their code just to use a part of your engine,
    and most people won't relicense, they just wouldn't bother because your GPL code is incompatible with their license.

    If you use MIT, BSD, or Apache 2.0; your code can be used in many more projects; and more people can build on top of your code.


    More and projects have switched from GPL to MIT/BSD/Apache recently; because MIT/BSD/Apache is compatible with more existing code bases, AND you still receive credit and the possibility of others contributing back code. And for many many MIT licensed projects, people DO contribute back code and have dozens of contributors.

    People won't be contributing back any code at all if your GPL license means they can't use your code in the first place
  3. In Topic: Sonic Social Media Shenanigans (This totally just happened...)

    20 April 2017 - 11:37 AM

    View PostBlivsey, on 19 April 2017 - 12:07 PM, said:



    The Japanese text under nearly all the buttons is nonsensical, but the Japanese part under "Action" says:
    より多くの手がかり

    Which means, "More clues/secrets"

    ...
  4. In Topic: Sonic Mania (Switch, PS4, Xbox One, PC) - WARNING, SPOILERS

    19 April 2017 - 12:35 AM

    View PostOcelotBot, on 14 April 2017 - 03:57 AM, said:

    Mania's Jp site has been updated.


    *translates Mania Jp site*

    "Mirage Saloon

    This is the first stage appearing in this work.


    View PostApocalypticSalad, on 14 April 2017 - 10:05 AM, said:

    It doesn't make sense that Mirage Saloon is the first zone of the game, it has to be some kind of mistranslation or misunderstanding.




    To clear up confusion, Japanese <-> English machine translations are often very wrong even for simple cases.

    The website doesn't say what order Mirage Saloon appears in Sonic Mania; It actually just says that in Sonic Mania, Mirage Saloon makes its debut(first appearance).

    The original Japanese text:

    Quote

    本作で初登場の新規ステージ。


    Grammar is the hardest to explain(Japanese grammar is nearly reverse compared to English), but from word choice alone it's still clear that the website just means 'this is a new stage appearing for the first time'
    本作 で In this work,
    初 登場 の first appearance of
    新規 (the) new
    ステージ stage

    So the website says: In this title (Sonic Mania), the new stage(Mirage Saloon) makes its first appearance.

    (We could really use some more bilingual Japanese + English speakers on these forums to help out with translations like this :P )
  5. In Topic: Roadmap

    03 January 2013 - 04:24 PM

    It makes sense to keep the engine generic and as flexible as possible. I don't mean that all physics or even the default movement system should be hardcoded. I just think that whatever default movement system Mobius does use should be implemented extremely well.

    After all, the intent of Mobius is to facilitate development of high-speed 3D platformers. For a designer, why choose Mobius over already established engines like Unity or UDK unless Mobius had tools that made coding platforming-related gameplay exceptionally easy and straightforward?

    Because in UDK or Unity, it's not easy or straightforward.
    Both engines have adequate low-level mathematics abstracted through a high level scripting system. But the engines still require an in-depth understanding of programming and math "just" to make the character run on walls. Unity and UDK are so generic and abstracted it makes it difficult to code relatively simple things.

    The designer should be able to focus on high level concepts like "target this enemy", "run up this wall", etc. using functions included with Mobius. But the designer should be able to override / extend any part of Mobius's built-in functionality through using low-level code. The designer should not have to write extensive code for common platforming features(wall walk, align to plane, change gravity, 2D camera mode, etc.) like UDK and Unity require the designer to do. The designer should not have to be a programmer with high-level understanding of mathematics to use the engine effectively. The designer should also be able to tweak most of Mobius built-in functionality without requiring extensive knowledge of programming and math.

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