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Retro Gaming
#31
(30-01-2026, 12:14 AM)Null Wrote: There is no message from you six weeks ago you absolute weirdo, I messaged you last saying “no worries”

Oh yeah good conversation ender there. But you were right, there was no message from me six weeks ago. It was over 2 months ago BITCH

[Image: Screenshot-20260130-081613-Messenger.jpg]

I mean uhh I think my Wii Sports Resort copy is coming today!
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[Image: Field-Explorer.png]
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#32
Yes you disingenuous fool you know that’s a message that I caught up with you about on WhatsApp, the communication tool I actually use.
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#33
(30-01-2026, 08:18 AM)NateDog Wrote: I mean uhh I think my Wii Sports Resort copy is coming today!

Hooray!

Also just to go back to Henry saying the Wii isn't retro, the new Tomodachi Life Nintendo Direct spent a good amount of time at the start explaining what a Mii is.

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#34
Guys can you stop airing your dirty ILACKORIGINALITYASANAMERICAN in public
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#35
Okay ladies sorry to disrupt the public divorce but I'm shifting this conversation back from the spectral realm:
[Image: Soul%2BReaver%2B4.gif]

I was looking into this morning how Soul Reaver managed to do what it did on the hardware at the time. Allowing players to freely jump between one world and the next.

Essentially, the illusion of an entire concurrent playing zone was created by, when shifting into the spectral realm, code would distort the meshes and objects currently in the game world at that time along pre-programmed X/Y/Z axis, whilst overlaying brand new textures and vertex colouring all in real time on those same meshes. Basically, these consoles (PS1 and later Dreamcast) could support a script which changed geometry at the literal click of a button. That's fucking wild. Its really impressive what games innovated upon and built back in the day and paved the way for so much in modern gaming (which has since been under utilised IMO).

Playing Shenmue the other day too; this did Oblivion's pre-programmed, timetabled NPC routines way, way before it. It kind of blueprinted NPCs having lives which adhered to times and schedules. Honestly, absolutely insane. Imagine being the programmer they ask to do that? You're essentially going into uncharted territory for the sake of a player's immersion.
TomRL101 Wrote:You're not smart enough to talk to me. Please stop.
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#36
(30-01-2026, 10:49 AM)Jassassino Wrote: It kind of blueprinted NPCs having lives which adhered to times and schedules. Honestly, absolutely insane. Imagine being the programmer they ask to do that? You're essentially going into uncharted territory for the sake of a player's immersion.

I was about to say Majora's Mask but then remembered MM came out in 2000-a few months after Shenmue. Mad that SEGA and Nintendo were innovating the same thing completely individually of one another for such different games.
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#37
Ah, Soul Reaver, a game I played at the time of release non-remastered on original hardware. Can I participate in this conversation please?
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#38
Permission granted, no domestics though please.

(30-01-2026, 10:57 AM)Dirty Duck Wrote:
(30-01-2026, 10:49 AM)Jassassino Wrote: It kind of blueprinted NPCs having lives which adhered to times and schedules. Honestly, absolutely insane. Imagine being the programmer they ask to do that? You're essentially going into uncharted territory for the sake of a player's immersion.

I was about to say Majora's Mask but then remembered MM came out in 2000-a few months after Shenmue. Mad that SEGA and Nintendo were innovating the same thing completely individually of one another for such different games.

Yeah its really interesting! I was watching Tim Cain's youtube channel a little while ago and he was talking about how he would frequently bump into friends at old game studios or developers who had heard of him but never met him and get talking casually in the pub or on the street or whatever, and they'd end up talking about new mechanics they had come up with and would talk about problems they encountered too. Makes you wonder how many of these trailblazing kind of mechanics were shared casually over a drink in a bar lol.
TomRL101 Wrote:You're not smart enough to talk to me. Please stop.
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#39
(30-01-2026, 05:30 PM)Jassassino Wrote: Permission granted, no domestics though please.

(30-01-2026, 10:57 AM)Dirty Duck Wrote:
(30-01-2026, 10:49 AM)Jassassino Wrote: It kind of blueprinted NPCs having lives which adhered to times and schedules. Honestly, absolutely insane. Imagine being the programmer they ask to do that? You're essentially going into uncharted territory for the sake of a player's immersion.

I was about to say Majora's Mask but then remembered MM came out in 2000-a few months after Shenmue. Mad that SEGA and Nintendo were innovating the same thing completely individually of one another for such different games.

Yeah its really interesting! I was watching Tim Cain's youtube channel a little while ago and he was talking about how he would frequently bump into friends at old game studios or developers who had heard of him but never met him and get talking casually in the pub or on the street or whatever, and they'd end up talking about new mechanics they had come up with and would talk about problems they encountered too. Makes you wonder how many of these trailblazing kind of mechanics were shared casually over a drink in a bar lol.

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#40
(31-01-2026, 11:24 AM)Dirty Duck Wrote:
(30-01-2026, 05:30 PM)Jassassino Wrote: Permission granted, no domestics though please.

(30-01-2026, 10:57 AM)Dirty Duck Wrote:
(30-01-2026, 10:49 AM)Jassassino Wrote: It kind of blueprinted NPCs having lives which adhered to times and schedules. Honestly, absolutely insane. Imagine being the programmer they ask to do that? You're essentially going into uncharted territory for the sake of a player's immersion.

I was about to say Majora's Mask but then remembered MM came out in 2000-a few months after Shenmue. Mad that SEGA and Nintendo were innovating the same thing completely individually of one another for such different games.

Yeah its really interesting! I was watching Tim Cain's youtube channel a little while ago and he was talking about how he would frequently bump into friends at old game studios or developers who had heard of him but never met him and get talking casually in the pub or on the street or whatever, and they'd end up talking about new mechanics they had come up with and would talk about problems they encountered too. Makes you wonder how many of these trailblazing kind of mechanics were shared casually over a drink in a bar lol.


Todd Howard trying to stop Michael Kirkbride from telling everybody obscure Morrowind lore after one of his shroom benders.
TomRL101 Wrote:You're not smart enough to talk to me. Please stop.
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