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onamad1
Posted on 05-02-21 11:19 AM Link | #100190
Posted by LeftyGreenMario
Using controller buttons to dash is just a weird way to dash, but I think that's implemented in Horizon Zero Dawn in PS4 and I didn't have much issue with it?


I think alot of games have forgotten the entire point of the ANALOG stick, you push it in a little to walk, you push it in all the way to run. I get that for shooters like Singularity like I mentioned that they were probably designed for PC using binary button inputs, but I still don't think it's too much to ask for analog character movement to be implemented into a console game.

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LeftyGreenMario
Posted on 05-02-21 09:29 PM Link | #100195
I think there's a point for the dash button. I don't mind either dash button or push to run. I think in Mario games, dash button is important.

poudink
Posted on 05-03-21 05:09 AM Link | #100198
A button to dash is fine, at double tap or some variation of it to dash is a pain. It's what I hate the most about Kirby games and Smash games. It stopped making sense to do it that way for Kirby the moment the series went from the Game Boy and NES to systems with more buttons.

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Arisotura
Posted on 05-03-21 08:47 AM Link | #100199
or games like GTA5. 'constantly mash the button to go faster than a crapoed snail'

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onamad1
Posted on 05-03-21 02:04 PM Link | #100200
Dashing in 2D platformers I get but 3D Worlds decision to have a dash button with that weird sudden burst of speed after a few seconds just boggles the fucking mind, what were they thinking? I played 3D World for the first time in February, and to honest, I wasn't a big fan. Bowser's Fury is unreal tho.

Idk why the Kirby games have it either.

The new Rockstar games running is awful, in some of their older PS2 titles, like in GTA: Vice City, you just had to hold in X and Tommy would literally run faster than 90% of the cars in that game lmao it was awesome.

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LeftyGreenMario
Posted on 05-03-21 11:51 PM Link | #100203
Posted by poudink
A button to dash is fine, at double tap or some variation of it to dash is a pain. It's what I hate the most about Kirby games and Smash games. It stopped making sense to do it that way for Kirby the moment the series went from the Game Boy and NES to systems with more buttons.

The double tap in Kirby games never bothered me to that extent. And tap to dash makes sense in Smash though maybe it can be remapped to another button, I don't know. I know it's annoying if your control stick isn't working well, but in games like Rivals of Aether, the control stick is too sensitive and I find it difficult to do f-tilt.

Posted by onamad1
Dashing in 2D platformers I get but 3D Worlds decision to have a dash button with that weird sudden burst of speed after a few seconds just boggles the fucking mind, what were they thinking? I played 3D World for the first time in February, and to honest, I wasn't a big fan. Bowser's Fury is unreal tho.

Idk why the Kirby games have it either.

The new Rockstar games running is awful, in some of their older PS2 titles, like in GTA: Vice City, you just had to hold in X and Tommy would literally run faster than 90% of the cars in that game lmao it was awesome.

The speed burst is probably your character reaching top speeds and I think makes sense if you design characters' speed stats to be different. Toad does reach that burst sooner than others. I like 3D World, but it's not my favorite of the platformers.

Posted by Arisotura
or games like GTA5. 'constantly mash the button to go faster than a crapoed snail'

Yeah... if I recall correctly, developers really wanted to rework the movement mechanics but Rockstar's onerous culture just prevented advancements, and that's why GTA V feels so archaic and stiff.

That being said, I did walk/run all the way from the city to the rural desert area at one point, so lol.

Arisotura
Posted on 05-04-21 01:21 AM (rev. 2 of 05-04-21 01:21 AM) Link | #100206
Posted by LeftyGreenMario
Yeah... if I recall correctly, developers really wanted to rework the movement mechanics but Rockstar's onerous culture just prevented advancements, and that's why GTA V feels so archaic and stiff.

That being said, I did walk/run all the way from the city to the rural desert area at one point, so lol.

I see... zorpo

also, well, you have some determination... I generally just steal a random car, or cheat one in, or cheat in a helicopter...

or when I feel funny I cheat in a shitty airplane in the middle of the street and attempt to take off, which doesn't always go well

(drivers are fucking stupid)

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onamad1
Posted on 05-04-21 12:28 PM Link | #100210
Posted by LeftyGreenMario

The speed burst is probably your character reaching top speeds and I think makes sense if you design characters' speed stats to be different. Toad does reach that burst sooner than others. I like 3D World, but it's not my favorite of the platformers.



I think the worst mistake of 3D World besides it's recycled concepts and formulaic design is its controls, I think if you're characters are going to have different speed stats, having them just run faster would suffice.


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Swingball
Posted on 05-04-21 09:58 PM Link | #100214
Mario 64's bootout. Most stars can be collected within the same level.

Even SMG can take you back to the Star Select Screen of a Galaxy instead of going back to the Observatory every time you collect a star.

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HEYimHeroic
Posted on 05-04-21 10:25 PM Link | #100217
Posted by onamad1
I think the worst mistake of 3D World besides it's recycled concepts and formulaic design is its controls, I think if you're characters are going to have different speed stats, having them just run faster would suffice.

tbh i found Super Mario 3D World's controls to be really fun - not to mention, its level design is extremely good, and it hardly recycles concepts lol. but i don't think this is the thread for me to gush about 3D World

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onamad1
Posted on 05-04-21 11:19 PM Link | #100218
Posted by HEYimHeroic
tbh i found Super Mario 3D World's controls to be really fun - not to mention, its level design is extremely good, and it hardly recycles concepts lol. but i don't think this is the thread for me to gush about 3D World


This is kind of hard for me to explain so if you think I'm just spouting bullshit thats fine lol, but hear me out.

3D World has good level design. Technically. It's never unfair, it always introduces it's mechanics well, and it always builds on them well too, but it's the same, fucking, formula, we've been seeing for Mario level design since 2006's New Super Mario Bros. There's just nothing interesting about it to me, nothing that really sets it apart from any other game, and I think that sums up the entiritey of 3D World for me. It sounds good, plays, and is well designed but it's just so uninspired, it feels like it was made on an assembly line. It reminds me of Call Of Duty, plays well, is pretty fun sometimes yeah, and is well designed, but it's so uninteresting.

Now mind you, Super Mario Odyssey, THAT SHIT FUCKING ROCKS so all is forgiven.

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LeftyGreenMario
Posted on 05-05-21 03:32 AM Link | #100219
Super Mario 3D World really should've have mapped dash with pick up and throw as well as use the fireballs. It makes multiplayer even more frustrating than it should be.

nekholm
Posted on 05-05-21 11:41 AM (rev. 2 of 05-05-21 11:42 AM) Link | #100220
Since this thread is now about SM3DW, I'll say that I have really enjoyed playing it (for the first time on Switch). Still have to do the last challenge house and Champion's Road. Plus beat every level with every character I guess..

Three things that annoy me about the game:
- It's not really 3D, or I guess technically it is, but I don't like that you can't change the camera all the way around like in other 3D games.
- Time. Why are the levels timed!? I felt like I was running out of time a lot of times when I explored a level or searched for stars or stamps. No other 3D Mario games have time, so why does this one?
- The depth perception fucking suuuucks! Also hitboxes. Countless times I've been right next to a star, but since I'm a pixel away from it I don't get it until I move closer, or I've tried to jump on a Boom Boom, but since I can't tell where the fuck I'm going to land, I've missed and ended up getting smashed in the face by his spinning attack instead.

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onamad1
Posted on 05-05-21 11:51 AM Link | #100221
Posted by nekholm
Since this thread is now about SM3DW, I'll say that I have really enjoyed playing it (for the first time on Switch). Still have to do the last challenge house and Champion's Road. Plus beat every level with every character I guess..

Three things that annoy me about the game:
- It's not really 3D, or I guess technically it is, but I don't like that you can't change the camera all the way around like in other 3D games.
- Time. Why are the levels timed!? I felt like I was running out of time a lot of times when I explored a level or searched for stars or stamps. No other 3D Mario games have time, so why does this one?
- The depth perception fucking suuuucks! Also hitboxes. Countless times I've been right next to a star, but since I'm a pixel away from it I don't get it until I move closer, or I've tried to jump on a Boom Boom, but since I can't tell where the fuck I'm going to land, I've missed and ended up getting smashed in the face by his spinning attack instead.


Yeah level time is really confusing to me aswell. I don't think it's an awful game but compared to other platformers and Mario games it really isn't anything special to me.

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LeftyGreenMario
Posted on 05-08-21 02:25 AM Link | #100240
3D World and 3D Land always had this issue of struggling to perceive where your characters will land. Some levels in 3D Land especially are guilty of abusing perspective perception and you end up dying because you have no idea how far to jump.

poudink
Posted on 05-08-21 04:06 PM Link | #100250
That's why 3D Land wants you to use the 3D effect. It was built with it in mind. Sucks for me since I can't use it, though. My eyes can't see the 3D.

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LeftyGreenMario
Posted on 05-08-21 07:06 PM Link | #100251
The 3D slider just seems like a crutch for bad design, if that's the case.

onamad1
Posted on 05-08-21 11:25 PM Link | #100263
the 3D slider on those old 3DS consoles was awful though, so building a game around it is a terrible idea.

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LeftyGreenMario
Posted on 05-08-21 11:29 PM Link | #100264
And you can't really make out the 3D effect. It's suupper subtle. And some people naturally have problems with depth perception.

poudink
Posted on 05-09-21 12:53 AM (rev. 2 of 05-09-21 12:54 AM) Link | #100267
Posted by LeftyGreenMario
The 3D slider just seems like a crutch for bad design, if that's the case.
Well, I still didn't have much or any issue with depth perception despite playing through the entire game in 2D. There are still certain things I dislike about the level design of 3D Land though. Mainly, many levels lack focus and just throw a bunch of different mechanics at you.

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