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Gorblax Ganbare Gorbly!

Joined: 07 Nov 2011 Location: Violence Island
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Posted: Fri Aug 03, 2012 8:18 pm |
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5 IS LIVE
5 IS LIVE
5 IS LIVE _________________
| tacotaskforce wrote: |
| My vision of gorblax is of an automaton built to function seamlessly in a society which no longer, or perhaps never, existed, but which is similar to our own. |
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108 fairy godmilf

Joined: 05 Dec 2006 Location: oakland, california
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Posted: Fri Aug 03, 2012 11:08 pm |
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edgemaster! _________________
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RayJack
Joined: 23 May 2012 Location: Canada
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Posted: Sat Aug 04, 2012 4:33 am |
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| I really liked this one. =] |
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Gorblax Ganbare Gorbly!

Joined: 07 Nov 2011 Location: Violence Island
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Posted: Sun Aug 05, 2012 1:45 am |
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The MARIOZONE joke got too hard to explain _________________
| tacotaskforce wrote: |
| My vision of gorblax is of an automaton built to function seamlessly in a society which no longer, or perhaps never, existed, but which is similar to our own. |
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OffalAl

Joined: 11 Jun 2009
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Posted: Sun Aug 05, 2012 1:54 am |
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_________________ ♟♟
♝♞ |
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remote

Joined: 11 Dec 2006
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special blend

Joined: 06 Dec 2006
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Gorblax Ganbare Gorbly!

Joined: 07 Nov 2011 Location: Violence Island
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Posted: Fri Aug 10, 2012 3:51 am |
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Already recorded, we're just finishing up the sound editing! _________________
| tacotaskforce wrote: |
| My vision of gorblax is of an automaton built to function seamlessly in a society which no longer, or perhaps never, existed, but which is similar to our own. |
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Gorblax Ganbare Gorbly!

Joined: 07 Nov 2011 Location: Violence Island
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Posted: Fri Aug 10, 2012 4:10 am |
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I've been Raroo'd! :o
 _________________
| tacotaskforce wrote: |
| My vision of gorblax is of an automaton built to function seamlessly in a society which no longer, or perhaps never, existed, but which is similar to our own. |
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This Machine Kills Fascis Unfinite Indiscovery

Joined: 06 Dec 2006 Location: Inside Thomas the Tank Engine, screaming
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Posted: Fri Aug 10, 2012 7:24 am |
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Oh shit, Gorblax, you are Gorblax again!
I thought MARIOZONE was our sacred bond (:_;) _________________ "Godzilla could be anyone."
| MrSkeleton wrote: |
| i dont know how to give a thing made of blood but id do it |
| evnvnv wrote: |
| If you die in the axe, you die in real life |
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Gorblax Ganbare Gorbly!

Joined: 07 Nov 2011 Location: Violence Island
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Posted: Fri Aug 10, 2012 7:28 am |
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I thought that sassy elephant was our sacred bond TMKF.
_________________
| tacotaskforce wrote: |
| My vision of gorblax is of an automaton built to function seamlessly in a society which no longer, or perhaps never, existed, but which is similar to our own. |
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This Machine Kills Fascis Unfinite Indiscovery

Joined: 06 Dec 2006 Location: Inside Thomas the Tank Engine, screaming
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Posted: Fri Aug 10, 2012 7:41 am |
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We'll always have TMFK, Gorby. His avatar is forever. _________________ "Godzilla could be anyone."
| MrSkeleton wrote: |
| i dont know how to give a thing made of blood but id do it |
| evnvnv wrote: |
| If you die in the axe, you die in real life |
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Gorblax Ganbare Gorbly!

Joined: 07 Nov 2011 Location: Violence Island
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Posted: Fri Aug 10, 2012 7:43 am |
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In that case I offer a similarly valuable memorial. _________________
| tacotaskforce wrote: |
| My vision of gorblax is of an automaton built to function seamlessly in a society which no longer, or perhaps never, existed, but which is similar to our own. |
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Gorblax Ganbare Gorbly!

Joined: 07 Nov 2011 Location: Violence Island
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Posted: Fri Aug 10, 2012 8:24 am |
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Get ur kicks w/episode 6 _________________
| tacotaskforce wrote: |
| My vision of gorblax is of an automaton built to function seamlessly in a society which no longer, or perhaps never, existed, but which is similar to our own. |
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Brooks

Joined: 08 Apr 2007 Location: peak caucasity
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Posted: Fri Aug 10, 2012 3:53 pm |
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Would try an Oculus Rift, put that VR fetish to bed
And now I'm imagining the workshop/upgrade hanger screen of a Porco game full of resourceful Italian women young and old and I think that might own
I mean why not have an openworld title set in pre-WWII coastal Italy about a culture of rivalrous freelance aviators |
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Persona unaustically orificial

Joined: 06 Jul 2011 Location: Xibalba
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Posted: Sat Aug 11, 2012 12:52 am |
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I laughed when Gorblax mentioned Persona and then everyone was like "huh? he's alright."
Yeah, those Persona games have some animu honorifics that could be done away with without hurting anything. I don't remember the earlier PS1 games or Nocturne having it, though I might be mistaken about Nocturne. But yeah, oh well.
I had something to chime in with but forgot during listening. Also Adil's bit about Megaman's buster vs Travis' light saber was pretty brilliant. I enjoy Megaman's normal buster though because the pre-charging games were balanced around the 3 pellets you could fire in succession and it felt right running through areas while firing it.
Actually, maybe it had to do with Tim's mentioning of Megaman 9 and how it had those pits where enemies jumped out and it'd kill you. Pretty sure that was in Megaman 1-3 too. I haven't played it in a while, but 9 might not have had pre-training for those pit-jumpers, but as a re-visiting of the series it probably accepted that as an okay stage element. Whether that's fun or unfair is subjective though. I just took it as another one of those "when the screen scrolls, a spike will be right there so avoid it next time" kind of parts and laughed/shrugged it off.
Also you guys should use the webcomc template I drew for you and make some dinosaur comics. _________________
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GhaleonQ

Joined: 14 Jul 2012 Location: Wisconsin Rapids/Waukesha/Hanover/Washington
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Posted: Sat Aug 11, 2012 6:17 pm |
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Christian!
You people are far too good at the lightning round. Despite the solid hour of quality video discussion, I look forward to the end just as much. I just want to hear the podcasters mumble through their real-life fighting game movesets, invent Japanese subtitles for western games published in that country, or describe highly specific life situations that they would want soundtracked by the composer named.
Excellent show! |
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Gorblax Ganbare Gorbly!

Joined: 07 Nov 2011 Location: Violence Island
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Posted: Sun Aug 12, 2012 12:54 am |
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Ghaleon you should definitely email in some of those questions!
Also, would you like to record your own answer for the break in a future podcast? _________________
| tacotaskforce wrote: |
| My vision of gorblax is of an automaton built to function seamlessly in a society which no longer, or perhaps never, existed, but which is similar to our own. |
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108 fairy godmilf

Joined: 05 Dec 2006 Location: oakland, california
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Posted: Mon Aug 13, 2012 7:48 pm |
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| GhaleonQ wrote: |
Christian!
You people are far too good at the lightning round. Despite the solid hour of quality video discussion, I look forward to the end just as much. I just want to hear the podcasters mumble through their real-life fighting game movesets, invent Japanese subtitles for western games published in that country, or describe highly specific life situations that they would want soundtracked by the composer named.
Excellent show! |
DON'T POST QUESTIONS IN THE THREAD!
because: those are all great questions, which must unfortunately Never Be Used In The Podcast, because i have seen them now, and they are tainted! the secrecy is 99% of the success!
also, nice NeoGAF thread, bro _________________
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108 fairy godmilf

Joined: 05 Dec 2006 Location: oakland, california
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Posted: Mon Aug 13, 2012 8:04 pm |
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| Persona wrote: |
| I had something to chime in . . . maybe it had to do with Tim's mentioning of Megaman 9 and how it had those pits where enemies jumped out and it'd kill you. Pretty sure that was in Megaman 1-3 too. |
i had a little bit more to say about this, myself! megaman 1-3 certainly do teach you to deal with every new enemy type. by which i mean: there are no situations you could perceive as "mandatory hits". it's always your fault.
megaman 9, on the other hand, straight-up has enemies which jump straight up out of pits, hit you, and knock you back. so yes, the solution is to jump outward a tiny bit, then pull back as the enemy starts to rise, land on the ledge again, wait for the enemy to be on the way down, and then jump.
the language of this level design element is: the enemy can only jump up at you if it is not visible on the screen when you try to jump over the pit.
in other words, that the threat is dangerous only if invisible. therefore he's harmless when visible. this goes against a lot of action game conventions, though let me tell you what: those conventions are super-hard to break on purpose and very easy to break on accident. i feel like this was an accident.
there's ugly disingenuity about game elements like these; it's one (bad) thing that the game doesn't tell you which pits have the enemies in them. it's another (horrible) thing that you can't tweak your jump back if you've held the button just too long before you reach the mid-point of the pit. it feels sleazy. it feels like a modern game developer going, "yeah, those megaman games were hard; let's just jerk off all over the player's face". the old megamans were purposeful in their difficulty man :-/
keep in mind i also hate how you have to roll off literally half of the ledges in donkey kong country to make the maximum long-jump distance. how is that even a thing? you've got this semi-realistic-looking gorilla -- not some plumber eating cartoon mushrooms -- and somehow he can defy gravity by jumping upward out of a somersault in midair. i think it's just dumb, blunt, ugly game design. it's "unfair" because it forces you to learn a rule about the world that will never make sense. videogames are poison.
the point about megaman 9 is especially sharp for me because, to celebrate megaman 9's release, me and my bro stabo played through megaman 1-3 the day before! so! _________________
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special blend

Joined: 06 Dec 2006
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remote

Joined: 11 Dec 2006
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Posted: Fri Aug 17, 2012 9:11 pm |
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Better "music for Streets of Rage and Turtles in Time" answer: Mötley Crüe and Guns 'N Roses. _________________
letterboxd | last.fm | steam |
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ghost_dinosaur

Joined: 29 Oct 2011
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Posted: Fri Aug 17, 2012 9:14 pm |
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i am enjoying this. listening to ep 6 now.
i think you should implement some kind of hockey penalty box, where if they break the rule of continuing talking after the scream, their mic gets muted for a minute or two minutes or something. |
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Toups tyranically banal

Joined: 03 Dec 2006 Location: Ebon Keep
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Posted: Fri Aug 17, 2012 9:54 pm |
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ep 7 is coming super soon y'all _________________
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Gorblax Ganbare Gorbly!

Joined: 07 Nov 2011 Location: Violence Island
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Posted: Fri Aug 17, 2012 11:01 pm |
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Super Soon = NOW _________________
| tacotaskforce wrote: |
| My vision of gorblax is of an automaton built to function seamlessly in a society which no longer, or perhaps never, existed, but which is similar to our own. |
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special blend

Joined: 06 Dec 2006
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ionustron
Joined: 05 Dec 2006
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Posted: Tue Aug 21, 2012 1:09 am |
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Went through most of these finally except for 7. Thanks for doing these.
I haven't thought of a good question yet. |
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aderack
Joined: 12 Dec 2006 Location: Brooklyn, NY
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Posted: Tue Aug 21, 2012 3:19 am |
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| Deets wrote: |
I'm pretty sure most people on this forum think that sounds fucking amazing |
Maybe! Maybe not! This engine is super obscure; I used it heavily back in the early '90s. Then it just sort of vanished before the Web appeared, and almost no record has made it online. I've been trying to rectify that. Probably kind of a foolish use of time, but I figure someone needs to document it.
I also figure the users deserve a little exposure. We're talking about dozens of people who each put hundreds of hours into their work. They may not have known much about game design, but mostly their stuff is original and earnest. The best of it can stand up pretty well to contemporary Epic or Apogee. A few games even transcend the era and just feel like modern indie material.
* Parsec Man 3D
* Blinky 2
* Badman II
As for FM synthesis, I've been screwing with this. It's pretty user-friendly for 1987. The interface feels like Deluxe Paint. You even have several familiar keyboard shortcuts, like ctrl-c and x, shift-click, and what-have-you.
EDIT: Oh. I already responded to this. Hm. Well, there it is again. |
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shnozlak

Joined: 05 Dec 2006 Location: pushing crates in the sewer level
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aderack
Joined: 12 Dec 2006 Location: Brooklyn, NY
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Kitten ClanClan

Joined: 15 Dec 2011
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Posted: Tue Aug 21, 2012 8:25 pm |
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| 108 wrote: |
| megaman 9, on the other hand, straight-up has enemies which jump straight up out of pits, hit you, and knock you back. so yes, the solution is to jump outward a tiny bit, then pull back as the enemy starts to rise, land on the ledge again, wait for the enemy to be on the way down, and then jump. |
are you talking about these guys? they don't show up often, and you can clearly see when they first show up that if you try to blindly jump over the pit, you take a hit. i guess you can fault the game for having a "gotcha" moment making you lose a fractional amount of health, but the danger these enemies are meant to present are to make platforming more intimidating, not to make you take damage. if you hit one mid-jump over a pit, you fall and die. mega man has frequently used enemies popping out of pits to add tension to small jumps that would otherwise not be particularly difficult. they are always infinitely spawning (or in mega man 5's case, invincible).
the pits they come out of are generally telegraphed ahead of time by being ones that are really easy to jump over. before they're a known element in a stage, i guess they serve a single gotcha moment to take a couple life points away, but after they're a known element, their placement is generally pretty obvious and they tend to serve a purpose in later (wily) levels in making otherwise simple platforming more challenging.
mega man 1 had an enemy like this. it was a pill that would pop out of the ground in bomb man's stage and would then explode into four pills. they later reused that enemy in the 2nd wily stage. these enemies have always served as being only slightly challenging to overcome in the robot master stage they appear in, then much more challenging once they come back in a wily stage or two... and i've always felt they serve that purpose well. they only disrupt momentum slightly (no more than stopping to shoot any other enemy) and they're a good way of testing a player's awareness of the level design. i can't think of any game where an enemy like that pops out of a pit over a particularly difficult jump aside from maybe III on the game boy.
the ones in mega man 4 are particularly interesting. they pop straight up out of the ground like the others, but float slowly downward in a zig-zag pattern. because of their slow descent, if you kill them on the way down, another will pop up by the time you've killed the first and decided to make the jump. you'll die. you have to kill them on the way up, which forces the player to focus on shooting before jumping, thus adding tension to jumping over a pit the player would otherwise hop over without even stopping to think about it.
admittedly, i don't remember 2 or 3 having any enemies like these, but 2 does have those guys that have relatively difficult to predict spawn times that will infinitely spawn out of holes in the wall. in heat man's stage in particular, these will give you a lot of trouble near pits in a very similar way to the aforementioned enemies, because of their holes often being positioned over them or near them (to where if you were to collide with one, you'd still fall into lava/a pit).
| Quote: |
the old megamans were purposeful in their difficulty man :-/
the point about megaman 9 is especially sharp for me because, to celebrate megaman 9's release, me and my bro stabo played through megaman 1-3 the day before! so! |
i am sick of hearing this from people who say "1-3." really, really sick of it. it is the most tired rhetoric i get out of mega man fans to be dismissive of the latter half of the nes games but put the third game up on this pedestal. 3 is a mean game with a lot of mean design decisions. the 8 robot master stages hold up pretty well, but literally half of mega man 3 is lazily, cruelly designed and some of the very worst material mega man has to feature on the nes.
it's a game where they had to deal with the director leaving during the project, and the scramble to make it the best it could be while leaving tasteless homages to its predecessor really show they knew they fucked it up (the doc robots don't even copy the mm2 patterns properly). why it is so highly regarded is often confusing to me, but if you actually beat mm3 right before you hopped over to mm9 and didn't consider 9 a breath of fresh air after the horrible doc robot stages and phoned in wily stages from 3, you were either wearing some serious goggles or have something wrong with you. _________________
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This Machine Kills Fascis Unfinite Indiscovery

Joined: 06 Dec 2006 Location: Inside Thomas the Tank Engine, screaming
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Posted: Tue Aug 21, 2012 11:13 pm |
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Man, I also had a lot to say about the masocore dismissal on that episode, but it'll have to wait until I can really dig in. _________________ "Godzilla could be anyone."
| MrSkeleton wrote: |
| i dont know how to give a thing made of blood but id do it |
| evnvnv wrote: |
| If you die in the axe, you die in real life |
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The King

Joined: 14 Dec 2010 Location: Japan
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Posted: Thu Aug 23, 2012 1:15 am |
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| Kitten ClanClan wrote: |
i am sick of hearing this from people who say "1-3." really, really sick of it. it is the most tired rhetoric i get out of mega man fans to be dismissive of the latter half of the nes games but put the third game up on this pedestal. |
1-3 stick out as Megaman pre-megabuster.
I don't think 1-3 always means they hold 3 in especially high regard; It's just a distinctive set for a lot of people. _________________
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The King

Joined: 14 Dec 2010 Location: Japan
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Posted: Thu Aug 23, 2012 1:16 am |
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Loved episode 7's Robot Master brainstorming session. _________________
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Gorblax Ganbare Gorbly!

Joined: 07 Nov 2011 Location: Violence Island
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Posted: Thu Aug 23, 2012 2:10 pm |
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EPISODE 8 IS OUT YOU GUUUUUUUUUUUUUUUUUUYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYS _________________
| tacotaskforce wrote: |
| My vision of gorblax is of an automaton built to function seamlessly in a society which no longer, or perhaps never, existed, but which is similar to our own. |
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Deets

Joined: 05 Dec 2006
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Posted: Thu Aug 23, 2012 2:46 pm |
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| Whoa! |
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108 fairy godmilf

Joined: 05 Dec 2006 Location: oakland, california
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Posted: Fri Aug 24, 2012 1:13 am |
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| Kitten ClanClan wrote: |
| i am sick of hearing this from people who say "1-3." really, really sick of it. |
i don't know if it was "goggles" that made megaman 9 seem unfairer than megaman 3 so much as it was experience with rote memorization of megaman 3 that made megaman 3 easier. so whatev
btw i have always liked 4-6 myself _________________
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Ronnoc

Joined: 26 Feb 2010
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Posted: Fri Aug 24, 2012 9:41 am |
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| Extreme-G has a cheat that doubles acceleration. The rumor always was that that was how fast the game was in development, and that's how fast you should always play it. |
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Gorblax Ganbare Gorbly!

Joined: 07 Nov 2011 Location: Violence Island
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Posted: Fri Aug 31, 2012 5:08 pm |
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Whoa guys it's episode 9 _________________
| tacotaskforce wrote: |
| My vision of gorblax is of an automaton built to function seamlessly in a society which no longer, or perhaps never, existed, but which is similar to our own. |
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RayJack
Joined: 23 May 2012 Location: Canada
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Posted: Fri Aug 31, 2012 8:56 pm |
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Gorblax Ganbare Gorbly!

Joined: 07 Nov 2011 Location: Violence Island
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Posted: Fri Aug 31, 2012 9:19 pm |
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:S _________________
| tacotaskforce wrote: |
| My vision of gorblax is of an automaton built to function seamlessly in a society which no longer, or perhaps never, existed, but which is similar to our own. |
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