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Re: A Gameplay Concern

Posted: Sat May 23, 2015 3:11 pm
by selebu
Totally agree with this statement.
It's not impossible to do platforming without top-down shadows.
You really know after a time how far your character jumps if you push the buttons a certain way.

Re: A Gameplay Concern

Posted: Sat May 23, 2015 3:23 pm
by dotEXE

Re: A Gameplay Concern

Posted: Sat May 23, 2015 4:28 pm
by blank

Re: A Gameplay Concern

Posted: Sat May 23, 2015 5:04 pm
by GrayMagicΓ

Re: A Gameplay Concern

Posted: Sat May 23, 2015 5:07 pm
by Yavga
search 'blob shadow' on Google and you'll find this page comes back as 18th result.

Anyway... We should try some game out without blob shadows and then another game with the blob shadows and then look at the differences. So we can actually back up our findings!

Re: A Gameplay Concern

Posted: Sat May 23, 2015 5:16 pm
by Exaskryz

Re: A Gameplay Concern

Posted: Sat May 23, 2015 5:26 pm
by Waverunner

Re: A Gameplay Concern

Posted: Sat May 23, 2015 5:30 pm
by Yavga

Re: A Gameplay Concern

Posted: Sat May 23, 2015 9:28 pm
by Exaskryz

Re: A Gameplay Concern

Posted: Sat May 23, 2015 9:54 pm
by Yoshi

Re: A Gameplay Concern

Posted: Sun May 24, 2015 12:31 am
by Exaskryz
Playing through SM64 with no blob shadows:

1) Visually, at first I questioned if SM64 even had blob shadows. I started up a new file, and during the one-minute intro, I believe I activated the code. I did not see a blob shadow.

2) The first star I went for was chain-chomps. It was tough not knowing if I was on that pole. I did eventually get it, took about two minutes. I had similar difficulty even with a blob shadow though the last time I did that star.

At this point, working on the red coins and 100 coin stars, I can say that I've only made one other mistake so far which I think a blob shadow would really help out at. That was just long jumping along the seesaw bridge and I went just over the edge at the end of it.

Edit:

Bob-omb Battlefield was not that big of a deal with no blob shadow.

Whomp's Fortress though, that is big when you're jumping on the sky platforms and trying to do the owl drop. (Yes, owl drop is unnecessary, but I'm playing it without most shortcuts.)

Re: A Gameplay Concern

Posted: Sun May 24, 2015 3:25 pm
by Jellyfunk
That test is bogus. There are no real shadows in Super Mario 64 to use in place of blob shadows.

Re: A Gameplay Concern

Posted: Sun May 24, 2015 3:30 pm
by Yavga

Re: A Gameplay Concern

Posted: Sun May 24, 2015 4:47 pm
by Yoshi
Even Banjo-Kazooie would be hard as hell without blob shadows and not in a good way. Yeah, the less platforming is important in the game, the more blob shadows are optional, but I want a platformer, not a walking simulator, so if Yooka-Laylee ends up being a good Collectathon, it needs blob shadows. I can just reiterate: Compare Banjo-Kazooie to Jak & Daxter TPL. Both are very similar games in direction, one with blob, one with dynamic shadow. The difference in platforming quality is night and day.

Re: A Gameplay Concern

Posted: Mon May 25, 2015 1:06 am
by Jellyfunk
There are more creative solutions to the problem than resorting to a graphical limitation from the 90s.

Like good game design.

Re: A Gameplay Concern

Posted: Mon May 25, 2015 2:38 am
by Authentic

Re: A Gameplay Concern

Posted: Mon May 25, 2015 2:43 am
by Exaskryz

Re: A Gameplay Concern

Posted: Thu May 28, 2015 11:41 am
by Viellain
This is a thing that severely bugged me in Banjo Kazooie Nuts and Bolts. After all this game is a cartoony 3d platformer so we really don't need to aim for realism 4k 2400fps cutscenes.

Re: A Gameplay Concern

Posted: Thu May 28, 2015 1:54 pm
by lebowski

Re: A Gameplay Concern

Posted: Thu May 28, 2015 3:39 pm
by dotEXE