Comments 28

Re: Monkey Island Creator Ron Gilbert Cancelled His Pixelated Zelda-Esque RPG Because Old-School Zelda "Isn't The Big, Hot Item"

jmbenetti

I agree with you on all of its problems, plus the inventory was really bad. You could not use an item with another one if it wasn't the right choice because it didn't allow you, and that made everything too easy. But again, the ending was awful, predictable, and the THIRD time that Ron used that meta nonsense. There's an interview about Thimbleweed Park where he said than the game had no ending at all, then he remembered the controversy about MI2 ending then went the same route. So, he didn't know how to end the game, then made again what people already hated? Then again in RTMI? Then added that nihilistic letter explaining himself after the ending? I grew up loving Monkey Island, but I think I'll never play one of his games again. I could understand bad puzzles and art, but not spitting in the face of the fanbase three times.

Re: Fan Developer Gives Daytona USA A Virtua Racing-Style Makeover

jmbenetti

@RextheSheep Daytona has less polygons than Virtua Racing on arcades. Maybe the 32x version could have been made on the engine of 32x Virtua Racing with almost no textures, but prioritizing gameplay and track design. Perhaps more 2d elements? It would be great if somebody tried to port it.

Re: Think The NES Can't Handle Mode 7? Think Again

jmbenetti

It looks great and it would be nice to see that in a full game. But it's not mode 7, as you made clearer in the text below the video. Anyway, these tricks always seem more impressive when did on stock hardware or using mappers that were available on the console's era.

Re: The Game Boy Color Is Getting A New Top Gear-Style "Pseudo 3D" Racer

jmbenetti

@AJB83 I'm almost on the same boat, haha. I used to work as software developer, but I'm a graduated music teacher and I also do other things. I never really made a game, but I sometimes code for personal projects and I'd love to make something retro. I made some shorts demos in adventure game studio, but I looked up the other day and I believe the easiest way to make a retro game is using Unity. I'd like to take some time with it to do something, but these kind of effects require a retro 2d engine to really make sense, I believe.

Re: The Game Boy Color Is Getting A New Top Gear-Style "Pseudo 3D" Racer

jmbenetti

@AJB83 Cool! Which programming language did you use for that? I was also interested on doing it when I came into that site. I recently found there's an engine for raster graphics on modern hardware called tileengine that handles linescrolling and pseudo 3d for doing this kind of games. I'd like to try it sometime.