Gianas Returns OUT NOW
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- melancholy
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- Psychotic DCEmu
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Wow, this is great. First Beats Of Rage, now Giana's Return. The quality games are really rolling now. And we've still got the Dream On games, too, not to mention some of the best shooters the world has ever seen coming out commercially. I tell ya, I'm getting as many great new games for my DC now as I ever did.
It's too bad the Giana's Return team are so against the idea of releasing their level editor. Custom levels or maybe even full graphics mods would be so great to see. Some of the hacks of the original SMB are incredibly cool, better than the original even. Oh well, I suppose they have their reasons.
...word is bondage...
It's too bad the Giana's Return team are so against the idea of releasing their level editor. Custom levels or maybe even full graphics mods would be so great to see. Some of the hacks of the original SMB are incredibly cool, better than the original even. Oh well, I suppose they have their reasons.
...word is bondage...
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Just checked the beta out and must say IT ROCKS!
Would be cool to see original levels included too!
Would be cool to see original levels included too!
Yes but the old way of writing is still accepted even if it officially goes as "wrong" today.Freeze wrote: I thought that should be "heilige Schei?e" (which you write "Scheisse" and not "Schei?e" according to the new German grammar which was established back in 1997 *raises his finger*) which means holy poop. Eh.
Create your own Dreamcast games using the Quake-Engine:
http://quakedev.dcemulation.org/develop/getstarted.htm
http://quakedev.dcemulation.org/develop/getstarted.htm
- Segata Sanshiro
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- Psychotic DCEmu
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So, after playing the game a bunch more. I must say that in all honesty, I've got some real disappointments with how things turned out. It's not the engine or the graphics or the gameplay or anything like that, all that stuff's pretty great. But what it is is that there's some seriously cheap difficulty, mostly having to do with collision detection. Collisions are detected often when you're nowhere near an object or enemy, because they just used simple squared detection, I think. Anyone who's been to stages 16 or 29 knows the fury of the bouncing balls and the torches. That's cheap crap and it detracts from the game hugely, in my opinion. And then, I guess to balance out that cheap difficulty, they made it incredibly easy to get extra lives. By stage 16, you should be able to have 70 or more lives.
I think these were bad decisions on the part of the game's designers. The cheap hits problem would have been easily remedied by redoing the collision detection or else redrawing the sprites and some slight redesigning of the levels, and then simply don't make extra lives so easy to get and you'd have a good balanced game with a satisfying sort of difficulty.
I hope these things can be changed for the 1.0 release, but I'm afraid they were actually conscious decisions on the developers' parts and will remain.
...word is bondage...
I think these were bad decisions on the part of the game's designers. The cheap hits problem would have been easily remedied by redoing the collision detection or else redrawing the sprites and some slight redesigning of the levels, and then simply don't make extra lives so easy to get and you'd have a good balanced game with a satisfying sort of difficulty.
I hope these things can be changed for the 1.0 release, but I'm afraid they were actually conscious decisions on the developers' parts and will remain.
...word is bondage...