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Old 15 August 2019, 10:39   #73
zero
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Join Date: Jun 2016
Location: UK
Posts: 334
Quote:
Originally Posted by Photon View Post
Pacman would not be less fun if you collided when you collided. What kind of nonsense is this?
I guess you haven't played the original arcade version much. I own an original board, BTW.

The game is played out in a claustrophobic little maze and the ghosts are often right on your tail. Particularly when it comes to corners they get very close because the gap temporarily narrows as you change direction.

If collision detection was pixel perfect they would have had to adjust the movement of the ghosts to make the game easier. It would just have been way too hard and unforgiving. Hit boxes might have worked but would have had to have been fairly small.

You are talking about a game that is a certified classic, one which was so popular the Japanese government had to mint more 100 yen coins because of it.

Quote:
Bullet hell is basic and represents a lack of innovation, not innovation.
I see you aren't a fan of the genera. If you can get a copy of the Ikaruga Appreciate DVD, or even just watch some of the top players on YouTube, you might understand.

Quote:
Gradius has nowhere near 100 collidables on screen either.
Never claimed it was. Read more carefully.

Quote:
The fact that collision works with flickering sprites at all (is flicker also OK in a game, according to you?)
In Gradius on the PC Engine it is. It's been done such that it affects the player's shots and large boss enemies rather than stuff that is a direct threat to the player. Obviously it's not ideal but given the limitations of the hardware it's an acceptable compromise.

What you would do? Make the enemies smaller or reduce the number of them to avoid flicker? Take away the laser weapon and replace it with something less fun because it flickers now and then?

Quote:
Difficulty levels are implemented in arcade action games by skilled programmers writing perfect AI (which is easy) and then degrading it to human levels - in an interesting and/or semi-realistic way (this is the hard part).
Not at all. In fact most Japanese shooters have very simple AI, that isn't really AI in any sense. Again, check out Ikaruga for the absolute pinnacle of the genera, but generally any patterns and movement logic are designed for a specific purpose. Somewhat predictable behaviour is preferred so that players can learn the game rather than always just reacting to it.

Quote:
Unfair, you say. A collision that you check for but miss because you don't care is the definition of unfair
People are very tolerant of "unfair" misses if it's in their favour. Nobody ever threw down their controller in disgust because they didn't die.
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