Domain: cool.ne.jp
Stories and comments across the archive that link to cool.ne.jp.
Comments · 12
-
The list is far from being complete ...
...without Every Extend
:
Description
Download link
-
Another great casual game that I'd recommend :Every Extend
Try it - it is also enjoyable and innovative, has nice graphics and sound... no squids though. There was a PSP version called Every Extend Extra, but it was not as good.
You can download it from here :
http://nagoya.cool.ne.jp/o_mega/product/e2.html
If you want to read a little more about it before and see screenshots, my mini-review is available here :
http://bartsnews.blogspot.com/2006/11/every-extend -is-blast.html -
Re:PC games are
I have a few gigabytes of games that offer quick gameplay and aren't available on the Mac. From an old list I compiled for an earlier thread:
Cho Ren Sha 68k (shmup)
Kenta Cho's games (mostly shmups)
Destruction Desire (fighting game)
Mind Arms (fighting game)
Galax (Shmup)
Doukutsu Monogatari (platformer)
Every Extend (kamikaze'em up)
Glace (platformer)
Frontline (sidescrolling shooter)
Minebot (... Action?) -
Technical Information behind making SotC
Here is a wonderfully indepth article on the techniques used in making Shadow of the Colossus. It covers HDR (High Dynamic Range), self shadowing, the fur, etc. Amazing how they were able to do such things as HDR in *software* on the PS2 and achive the framerate they do.
http://www.dyingduck.com/sotc/making_of_sotc.html
Furthermore, crazy Japanese gamers have been explioting shortcuts on each colossus in a race for lowest times. The shortcuts for #16 are mindblowing. There are also neat shortcuts on #3, 4, 5, 8, and 15.
http://bgr44.cool.ne.jp/wanda/movie/movie.html -
Re:Looks like NXSYSNXSYS is more like a dispatching/signal simulator, apparently with a recent add-on that lets you move through the junctions at a driver's eye view.
You could also dispense with the formalities of fiddling with interlockings and simply run a train from end-to-end by D/L-ing a copy of BVE and some add-ons simulating London Underground and New York City subway lines. Plenty of dark to go around.
(not all of them are in the dark, tho...some of 'em actually have some rather nice scenery--as long as you stick with the UK/Euro routes, as the NYC ones are rather blah by comparison)
---PCJ
-
Re:Slashvertisement
I should keep the list somewhere...
Cho Ren Sha 68k (shmup)
Kenta Cho's games (mostly shmups)
Destruction Desire (fighting game)
Mind Arms (fighting game)
Galax (Shmup)
Frequon Invaders (weird)
Doukutsu Monogatari (platformer)
Every Extend (kamikaze'em up)
Glace (platformer)
Frontline (sidescrolling shooter)
Minebot (... Action?)
N (Platformer) -
What Independents Want
Independent studios want to create wonderful, experimental titles, but are, in part, held back by business requirements. As businesses, our first priority is to become profitable, and the least-risky way to do this is to create more traditional offerings. (The same is true for large development houses.) Fortunately for us, better middleware tools and increased publicity can free us of this constraint. The former will allow us to experiment and develop easier; the latter will allow us to reach an audience now reserved for the large publishers. As these conditions improve, you'll see independents take more risks.
Middleware comprises the audio libraries, AI plugins, and 3D engines such as Torque, Conitec A6, and FMOD. These tidbits are the lifeblood of independents. Without them, we'd have to code everything from scratch, and you'd see even more Tetris clones than you do now -- little innovation. With them, we're freed from the low-level stuff. We can create games that look and sound good enough to attract consumers. As middleware improves, it'll become even easier to experiment and innovate.
Publicity is trickier -- while events such as the Independent Games Festival allow us to bend the ears of larger publications, it's still the big studios that are going to command the previews and exclusives. Having approached a number of print publications, I've found that it can be difficult to secure a sizable preview for our game, even though I think folks might like to hear about where we're innovating. But even this is improving; sites like The Adrenaline Vault are particularly indie-friendly, often posting press releases from smaller development studios.
I think, then, that it's only a matter of time before the smaller studios attempt experimental titles in substantial numbers. Many will be terrible; some will be great fun. But as it becomes easier to experiment, you bet we'll be doing more of it, simply because we can. -
Re:Non-photo-realism
Here's one with a bit of a non-standard play mechanism: Every Extend
I've also worked out how to recompile noiz2sa on Linux (it uses SDL, it just needs a makefile change and changing "\" to "/" in file paths) and thanks for the link to the other game there, I'm going to try building it on Linux as well. -
Re:Regimented psyches
Do you mean BVE?
-
Re:It's a Free book (link to html version)
How about this one (with pics and blockquote).
-
Re:But wait! No!
I thought Gojira was HUGE in Japan!
Well, Godzilla has its own statue in Yurakucho (a district of Tokyo),
so I thought I'd go and check for you...
And indeed, Gozdilla may look huge...
But actually, if you don't count the pedestal, he's about the height of a 6 year-old
So you were right: Godzilla is not huge, even in Japan. It is just special effects (^_^)
(Anti-slashdotting measure: remove the spaces before the .jpg extension in the URL to view the pictures) -
Re:Early walkman
The original Walkman had an ambient sound button and two little mikes at the front. The button was yellow and would allow you to hear whomever was trying to talk to you by simply pressing said yellow button. Usually they were saying "what the hell is that thing?"
I always wondered why they got rid of that feature.