In my opinion this is more pragmatic than bad haha
YEAH. AND FUCK THAT.Don't have to. There's a Digimon game in the PSX that's completely unbeatable.
I was interested in going into games earlier, but after getting my degree it is the last thing I want. Long hours, less pay, gamers as customers.
True, but it's a hilarious way to get around it. Reminds me of the references to "file(s)" when deleting files in MS-DOS. So lazy.
When you're as cycle limited as CPUs were then, these kinds of niceties are extraneous. You're doing an extra branch and associated testing just to change the text on an operation that works the same on one file or many.
most of them may be, but I'm referring to specifically the ones I've seen from people whose names I recognize and whose games I've enjoyed5 bucks most of these anecdotes are from games published by large publishers
Local variables store all of the things you need to remember. How much ammo you have, which animation is playing, current velocity, time since you last used a special attack, whatever sort of information that would be pertinent. The previous might look like:Can someone explain the bioshock controller one to me like I'm not a game developer?
int ammo = 100;
Animation currentAnim = "idle";
Vector3 vel = Vector3.zero;
float lastSpecialAttack = 0f;
Don't have to. There's a Digimon game in the PSX that's completely unbeatable.
Which one? That sound really badDon't have to. There's a Digimon game in the PSX that's completely unbeatable.
Digimon World, Pal version.
You had to unlock a certain number of digimons to get to the next zone, however, after half of the game, you need to speak to an Agumon to enter to Ogremon Fortress. An Agumon that decided in the Pal version to be mute and deaf. And 50% of the game becomes unachievable, just like that.
I still have this damn disk and those fond memories of despair, 20 years ago.
I'm honestly surprised that some of these games shipped this way. Some of the stuff I'm reading here feels like bugs didn't get properly resolved, optimization apparently wasn't a concern, etc. Most of the bugs I'm reading about here would be 'blocking' bugs at Moon and I really hate when people resolve bugs in a lazy manner. Not that what we're doing is completely perfect, but I don't even understand how some of these issues made it through QA Testing.
Most Doom spawn traps work because enemies react to sound. The little one way window allows sound to propagate to the enemies hidden away in the out of reach room, waking them up, while maintaining the illusion that it is a regular wall to the player.I love Rube Goldberg machine stuff in lieu of actual scripting solutions. Doom 1 and 2 have a similar thing for monster spawning encounters. The monsters are all sitting in a tight hallway with a see-through window that's only visible from their side of the plane. Once they see the player and are triggered, since the halls are so tight they can only move forward toward the teleport trigger that takes them outside. This is also why the teleport rate ends up being somewhat random since they'll sometimes change direction and walk the opposite way in the hall, but they will inevitably walk over the trigger.
I don't think this one should be considered embarrassing. It is a perfectly valid design and production decision.
I'd never coded 3d sounds before so in Celeste all the objects update their sound position every frame relative to the camera instead of moving the listener. I have no idea why it didn't occur to me that obviously the listener shouldn't be stationary
During a school project we had a segfault that would happen at the very end of our game Rather than spend hours debugging b4 our presentation we just took a screen shot of the end screen and set that as the desktop wallpaper so when it crashed to desktop it looked like the end