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ironkeroro.bsky.social
Why are you here?
231 posts 415 followers 2,932 following
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in the future I would try some local toy stores. local as in around 200 miles shipping. or some jp export companies. personally nin nin game and kappa hobby carry the stuff I want and ship cheap. but im US west.
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I know i'm the type of person that enjoys doing the "required reading" and seeing how those prior media's influence reflects and echoes overtime.
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anything above 4k is absurd outside of VR. 1080p is fine and 1440p is probably the limit most people should stop at. Autism rant following this aside. current display standards are designed around human limits which isn't really needed for most people. like 95%+ don't and shouldn't care too much.
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Personally worked out 4:3 ~50pixels per degree, ~66°hfov and ~120hz to cover my everyday field of vision and be the maximum I'd ever care to get. There's also render cost to account for and the entire thing is a whole big pile of tradeoffs all the way down. Flavor to taste.
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But also no one in the world needs physically indistinguishable from the real world until it's the only reference your proprioception has. VR sickness hits different people at different times but that's probably the only time more than 20% of perfect would matter.
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And the way the brain resolves motion clarity and blur is too complex for me and dependent on angular speeds. But i did some napkin math with a moving object on my screen and moving my hand a similar perceived distance and speed and ~500hz at 2ft would be the point its indistinguishable for me.
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The entire thing with screen resolution and refresh rates are dependent on the proportional angular size of the pixels. A human eye is much more like a film camera than a digital format but it resolves detail about 1MoA (1/60 degree). which is about a 4k 32inch at 2ft
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anything above 4k is absurd outside of VR. 1080p is fine and 1440p is probably the limit most people should stop at. Autism rant following this aside. current display standards are designed around human limits which isn't really needed for most people. like 95%+ don't and shouldn't care too much.
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honestly that was really well done pushing through inkstrike. and pro works great up close.
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Found it! youtu.be/H_z-_dv8O9c?...
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pixiv and newgrounds
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bsky doesn't like more than 2k any direction.
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OK, 24 bit, 2k cap any direction. No transparency. Does scale as a png before scaling again as a jpg.
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Ok but what if figma were ABS or PS + POM instead of PVC + PS
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This is true. I mostly look at pictures.
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The tracks that played on story events were the best. The music getting more or less aggressive based on enemy density and control was neat but definitely too much. The progressive addition of the low health warning was a plus but the fact that it wove into the music was great.
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restoration.zora.re found it
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youtu.be/653wuaP0wzs I think there's a mod somewhere that reverts as many mechanical changes as they could while keeping the QOL additions.
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shrimp check
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Yeah, It's every NAOMI game.
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mmmmmmm steam page...
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Side note: I just finished labbing the prox grabs and my final thoughts are that I *really* want the throw option select after dash. Feels great as an air approach and as a defensive option. Having to cancel dash by returning to neutral or tapping down before throw works but I don't like the delay.
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Mirroring the player and having it on death is another option. Too complex for me to guess on balance or feel though. or maybe retrieval on death?
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Sick. SamSho!
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I like the second one with the lace and low collar apron. I don't know about the wing styling and silhouette on the shoulders though.
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I like letting my brain do the blur. Some games do a stylised thing with trails as like an afterimage effect that I think is neat though. But ballisticng doesn't reaaally need it. It does have a really good motion blur shader thats just turned off in this footage. youtu.be/_Gqg3HU5nGg
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I thought that was the bionicle dream from its thumbnail.
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The alternative is to take the monetary risk themselves. Vanillaware goes almost bankrupt every game they make. A lot of indie games release incomplete or don't release at all because the devs had quit their jobs to do dev and ran out of money. And the other option is a permanent crunch with 2 jobs.
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It just really annoys me to see an arbitrary line drawn in the sand here. People make games. It's good when the people who make games get to eat food and pay rent and not sacrifice artistic freedoms when they do it. It's good when a group of artists convince a company to pay them to work.
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Showing up at a nintendo direct ain't free. Even when a cute small game shows up the publisher was still doing negotiations and payment to get eyes on their game. The Patapon switch bundle has Squeenix publishing it which is why it showed up in the direct.
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Hundred line is also a 400 plus total staff game with big bucks from xseed and aniplex. I've known it's sick it's just also the same story. They had dozens of support studios doing programming, design, animation, mocap, localization, QA, 2d art, 3d art, ui/ux. And a huge marketing budget.
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Agro crab didn't make the crab cute because they didn't have enough money to make an HD crab souls like. It's because they wanted to ape mascot platformers and childrens cartoons and create a lighthearted tone. (although there is store.steampowered.com/app/2457580/... to fill that niche)
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A strong reason to scope down art asset detail is to free a multirole developer to do other things. Which is why smaller teams have to consider it when planning. A 30+ man team has a lot more freedom of expression so it comes up to the team's personal taste.
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They look like games. Doing less stylized 3d isn't really specifically cost prohibitive at that scale. It's more about skilled specialized staff and the direction choices. store.steampowered.com/app/1887840/ Is also middle market.
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It's a needed return of good middle market games.