Anecdotally, I found Downwell very unplayable on a phone. Maybe it's better on a tablet, but using the touchscreen controls on a phone-sized screen made it nigh impossible to make it any farther than the second world. I uninstalled it out of frustration after a few weeks. Seems like having a proper d-pad and buttons is a must for that game.
When Mary tried to do her "condescending jerk" voice while talking about using keyboard and mouse in games, she kinda just turned it into a sexy voice.
I'm still so angry with the user who pointed out when Jeff says "It's just one of those things where..."
@bisonhero: Yeah! This guy get's it FD: I work at YoYo Games maker of GameMaker AMA anytime PM me and junk I'm always happy to talk GM - it's RAD yo! <3
I found this comment harder to parse than some programming syntax. But good to know I have the right idea about Game Maker! A friend of mine had quite a few GM projects in high school, so I got a sense of it through watching him.
While I have you here, is there anything to my thought that a lot of Game Maker games from relative novices come out looking like Risk of Rain and Gunpoint? I know that especially in Gunpoint's case, Tom Francis was very new to the tool, and I believe Risk of Rain was a student project by a couple of guys, and I can vaguely remember a few other sidescrollers where everything seemed of a similar scale. Do the default settings in any way favour that, or like I alluded to, is it a stylistic choice/efficiency choice because it's just much easier to only have to animate very small character sprites, and then just have a bunch of big static background art?
You know, when I heard there was a noir game featuring Eliot Ness, I had a few expectations of what that might be.
I anticipated absolutely nothing that showed up in this Quick Look.
Also wasn't the Smiley Face that looked like that invented in the 1970s, I think that was in Forrest Gump
Yeah, the receipt in the diner is wrong on so many levels.
It clearly came from a receipt printer, even though it would be decades before their invention. It has a smiley face, which wasn't a common pop culture symbol in America until at least a decade later than this game is set. And it says "Suck it, Ness" on the receipt, which just seems unlikely. "Suck it" only really came to exist because professional wrestlers probably couldn't say "Suck my dick" on television, so the policeman writing on the receipt would've either directly said "Suck my dick" or he would've said something more era appropriate like "Go suck an egg" or something.
This is the episode where the series sort of took a dive. "Oh I went back in time to save Chloe's dad, but now Chloe arbitrarily ends up in a wheel chair.". It's fucking dumb. I get what the point of it is, but it doesn't mean things had to turn out like that. It just feels super forced.
It would've been much more effective if she TRIED to stop her dad from dying and found out no matter what she did her Dad was always going to die.
I mean, the entirety of the The Butterfly Effect is "Welp, that change fucked up the timeline more than I thought it would, but I'll go back and fix it! And now I'll go back and fix that! And now I'll go back and fix that!" The whole movie is him just not accepting that maybe the lives of several people is too big a problem for one person to fix, and it takes him forever to acknowledge that just monkeying around with timelines over and over isn't helping. It got kind of tedious after a while. "Oh this time is childhood crush is a drug-addicted prostitute! This time main character is in jail! This time main character got his arms and legs blown off!" It was a little much. In Life Is Strange, Max has the power to go back and make sweeping changes, but I'm glad that it mostly commits to a primary timeline where you can get to know everyone and it really is about spending time with that Chloe and solving mysteries in that primary timeline, only using the timeline power in short bursts to affect the very recent past.
I can appreciate that they explored the possibility of Max making big timeline changes way in the past once. It took a turn that Max didn't expect, and having to deal with the realities of that one alternate timeline took enough of an emotional toll on Max that she thought "Yeah, but no, that can have too many unpredictable repercussions on the future, let's not do that again." From a story perspective, it lets the devs get back to the present to figure out what's going on with Nathan and the druggings, instead of spending like an entire episode needlessly playing out 5 different ways that fate either conspires to kill William in a different way, or something unfortunate happens to Chloe or her family.
Yeah, I'm quite sure all the proper art is original, it's done by the very talented Paul Veer. It looks like maybe the health bars from NT and Downwell used the same font or something.
Agreed, it's a stylistic choice, because these games are broadly trying to be evocative of the era of NES/Master System/Game Boy/SNES/Genesis games, and independently created health bars and UI elements that are reminiscent of that era.
By the way this game is made with game maker, so if you have seen some games that look somewhat similar (like ubermosh) it's because of that. (even down to using some same graphics/assets)
Okay that makes sense. I was wondering why the health bar looks identical to the one from Downwell.
There are plenty of Game Maker games that look or feel nothing like Nuclear Throne or Ubermosh. Game Maker is a system to organize and compile game code and art assets, but you get out of it what you put into it. Similarities between Ubermosh and Nuclear Throne probably have more to do with Ubermosh more or less being a clone of Nuclear Throne than anything to do with default art assets in Game Maker.
Games you might have heard of that were made in Game Maker and in many cases look nothing alike:
If anything, I'd argue that Gunpoint and Risk of Rain are more typical of the "Game Maker" look and feel, because I've seen a handful of other novice Game Maker projects that look like those 2 games, in terms of having very small character sprites relative to the total screen resolution (honestly not sure if that's a "default resolution" thing in Game Maker or if, for budget and time reasons, it's simply easier to commission animated character sprites for characters that are only a handful of pixels wide). I've seen some Game Maker platformers that look or feel vaguely like Gunpoint and Risk of Rain.
Compare Jumper, a 2004 freeware platformer made in Game Maker that is well known within that community, to the point that its main character (Ogmo) is one of the unlockable characters in Super Meat Boy.
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