Gold's Vault

I’ve been asked to hack the new Smash Bros when it comes out so that every object that appears during play becomes Kirby instead.

I don’t think I can do this in a million years, but I’ll sure let people know if I somehow make it happen.

10 hours working on a project on a Saturday and I don’t bat an eye.

If that’s not an indicator that I want this to be my job, I don’t know what is.

Here’s a headscratcher.
Something that’s been bugging me since I started work on this game is that the sprite looks blurry or pixelated when I run the game, where the base image is really smooth.
On the right side in this picture, we have the settings for importing images. I don’t understand them completely, but it shows a preview of what the sprite looks like.
On the left, we have my workspace where I set up the game scene. It’s not what the game looks like exactly, but as you can see… Noel looks MUCH smoother in that window. But she’s still more like the preview when I test run the game.
I have to do some more research on this. The more quality I can preserve on this sprite, the happier I’ll be.
(Just in case it’s not clear on this site what the difference is, here’s the original upload link: http://puu.sh/beC71/dcb0f7dec5.png )

Here’s a headscratcher.

Something that’s been bugging me since I started work on this game is that the sprite looks blurry or pixelated when I run the game, where the base image is really smooth.

On the right side in this picture, we have the settings for importing images. I don’t understand them completely, but it shows a preview of what the sprite looks like.

On the left, we have my workspace where I set up the game scene. It’s not what the game looks like exactly, but as you can see… Noel looks MUCH smoother in that window. But she’s still more like the preview when I test run the game.

I have to do some more research on this. The more quality I can preserve on this sprite, the happier I’ll be.

(Just in case it’s not clear on this site what the difference is, here’s the original upload link: http://puu.sh/beC71/dcb0f7dec5.png )

the-brawl-girl:

image

It’s nice when one of my favorite artists is also one of my closest friends.

I think I’ve noticed it before, but she’s gotten really, really good at shading hair…

I left the following comment on this video, and I figured I might as well share it here too:

Here’s my 2 cents on the Blue Shell:

1) In Mario Kart 64 and MK8, the shell hits everyone in its path on its way to first. Other games it just passed by everyone. For it to be most useful to the person in last, it is essential that it at least has the chance to hit everyone. Otherwise the person in last is using an item that’s most useful to the person in 4th.

2) In some games (I believe Mario Kart Wii is guilty of this), computers will get Blue Shells more often at higher difficulty levels. At 50cc, you can go through a Grand Prix without seeing one. At 150cc, you can see two or three per race. This was the same game that rewarded you specifically for not only winning but being in 1st for the majority of the race. That is messed up.

3) Sonic and All-Stars Racing Transformed has an item that goes after the people in the first three places, but its design is one that I like quite a bit more. This is the Swarm, which creates a series of obstacles that are possible to dodge, but they ain’t easy. Most likely it will slow down the people in the lead, but a skilled player can get around it with less precision than it takes to avoid a Blue Shell. (In this game, I also see it frequently that someone has a substantial lead, but other racers catch up with them before long—something in its mechanics accounted for this.)

It was brought to my attention that Jake Kauffman (Virt, musical artist behind Shantae games) enjoys making music for indie games. I have no idea what his rates are, but there is a chance I could recruit him to compose for my Noel game. This possibility excites me.

So if my artist is on par with Shantae graphics and my music designer literally worked on Shantae… Come on Noel! Live the dream!

"Completely random thought, but it’s been bugging me for years."

I think the fact that I start conversations this way says something about me… If anyone figures out what that is, let me know

Boss Philosophies

There was one more thought I had on DuckTales Remastered that I didn’t touch on yet: bosses. I can think of how a few other games handle them for comparison…

For reference, when I look at how well done bosses are, I use a criteria one of my friends taught me: when it comes to what’s needed to defeat the boss, Skill > Memorization > Luck.

Bosses in DuckTales Remastered have a LOT more opportunities to hurt you than you have to hurt them. They might only take a few hits to bring down, but they get maybe 5 or more chances to damage you before you can damage them. It presents a good challenge in that you have to dodge a lot in order to win, but it also requires a lot of memorizing for their attack patterns.

Kirby bosses in most games live by the rule that if you can hit them, you can damage them. The tend to use the traditional philosophy of “a time for you to defend, and a time for you to attack”, but you’re allowed to break that rule. They take a LOT more damage when they’re not attacking, so it can pay off to watch for your best opportunities and block or dodge the big attacks. You have your options depending on how good you are.

In Megaman X games, some bosses are always vulnerable and some have patterns where they’re only vulnerable sometimes. If you hit them at the right moment or with their weakness, you can stun them for a moment and sometimes cancel their attacks. If you can consistently cancel their attacks, they become complete jokes. Some bosses are very difficult without their weaknesses and very easy with them. This very strongly encourages memorizing the weakness chain.

Shantae bosses have no invincibility frames. This means that anytime you can hit them, you can damage them. Shantae’s special attacks also allow her to hit enemies faster than just her limitless ponytail attack. This encourages you to figure out how to balance your special attacks to bring them down as quickly as you can manage. Like Kirby, it can pay to figure out when to go on the defensive and when to attack, but you’re not limited by the game’s rules. The downside is these bosses tend to have a LOT of hit points and no indicator of how much health they have left.

Out of these approaches, Kirby is my favorite with Shantae as a close second. It’s remarkably satisfying to eke out some extra damage while dodging a boss attack, even if it’s at 10% the normal damage rate. It also allows my typical favorite strategy for fighting bosses to work: charging at them with reckless abandon and trying to kill them before they kill me!

HECK YEAH!

I went ahead and restarted my Netflix account so I could watch a series I missed the first time around. I went to watch it on my PS3, and it required so much downloading and updating I was able to clip my nails before starting the first episode.

Let’s hope it’s worth the wait.