Originally = was used for both assignment and the comparison operator, later languages no longer allowed a character to be this ambiguous. Since assignments are more common than comparison operations it made sense to give the assignment the shorter name and rename the operator. In math you can use = both as a definition and an operator, a computer has to know whether it should return a bool or assign a value.
Why did programmers feel the need to introduce the imperative paradigm when reassigning variables is not allowed in math?
1. Shmups are about the action. Some are about reacting quickly, some are about carefully maneuvering a huge mess of bullets and some are about performing a dance with steps you have to find out by trial and error (R-Type anyone?). They are never about finding some super-kill-everything weapon. Well, the japanese shmups aren't, anyway. In western shmups you'll often have to upgrade your weapon to insane levels to kill even the smallest enemies in later levels (Tyrian and Raptor, for example). Superweapons are sometimes only good for clearing out bullets, in some games they don't even do damage. Cho Ren Sha or rRootage are popular vertical shmups and pretty representative of what the genre is like these days.
2. IMO the hardest V-shmup ever is Radio Zonde. The default setting is infinite lives and you'll have to change that in the options menu (or select a character other than the two you can see on screen). I've never made it past the first level. I've seen videos of other games that claim to be harder but those are usually at high difficulty. Radio Zonde is impossible at normal (easiest) difficulty.
3. Ikaruga was an arcade game. What are they supposed to do, butcher the game to make it more home console friendly? Most arcade fans want arcade-perfect ports.
Considering that the Nintendogs+DS bundles were constantly sold out while there were huge piles of DSes without games or with Mariokart still available I'd say people didn't just buy Nintendogs because it happened to come with their DS, they bought the DS for Nintendogs.
Most people would just let the cheaper items rot because typing in a word each time they want to pick one up is too big of a hassle. I don't know about WoW but the MMO I'm currently trying to set a start->total boredom timerecord in has monsters dropping three items on average, mostly cheap junk that you'd rather leave rotting than typing in a word for.
Re:Of Course Innovation is Dangerous
on
Size Does Matter
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· Score: 1
Noone forces you to innovate in any long standing franchise, you can just abandon it (or put it on ice), make your innovative game and if that fails go back to your old franchise.
Re:Of Course Innovation is Dangerous
on
Size Does Matter
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· Score: 1
Your fans will only be pissed off if you add innovation they don't like to a franchise they otherwise liked. I don't think anyone would hold off buying e.g. the next Zelda because he didn't like Yoshi Touch & Go. Neither would someone stop buying Madden because EA released Catwoman.
PC game textures are designed to be as large as the hardware at the time allows, not a specific resolution. No point in jamming 2GB worth of textures into a scene just because there may be a system capable of displaying those in the next decade.
I don't know about you but I can't hold a button at 1/2mm down or something like that. Slowly releasing means different things to different people as well, I've never really figured out what Star Ocean's definition of "slowly" was. Plus it wasn't easy to repeat even if I got it right once.
Harddrives are VERY cheap to go from 20GB to 40 or 60, you pay almost the entire price only for the drive assembly, not the actual platters. MS doesn't want a larger HD because there's no point for a console to have more than 20GB and because users would only use that space to dump game discs on modded systems.
I agree with you on pressure sensitive face buttons, there's just no point. I've played one game so far that even used them, Star Ocean 3, and that used them in a way that was absolutely annoying (you had to press the button in four different ways to solve some puzzles, each wrong press would mean a battle). The only acceptable analog buttons are shoulder buttons with at least half a centimetre of travel distance (e.g. GC L/R buttons) and even those are used almost never.
Though I think some XBox games used analog face buttons (DOA Volleyball, for example) and that would cause trouble with the backwards compatibility.
You 68'er!
Originally = was used for both assignment and the comparison operator, later languages no longer allowed a character to be this ambiguous. Since assignments are more common than comparison operations it made sense to give the assignment the shorter name and rename the operator. In math you can use = both as a definition and an operator, a computer has to know whether it should return a bool or assign a value.
Why did programmers feel the need to introduce the imperative paradigm when reassigning variables is not allowed in math?
He didn't say anything to disagree with that, he's just saying that more and more DVDs have no MPAA ratings at all.
Define "works".
It doesn't say WHERE it will increase employment. In India?
Repliee Q1/Q2. It's on Wikipedia.
1. Shmups are about the action. Some are about reacting quickly, some are about carefully maneuvering a huge mess of bullets and some are about performing a dance with steps you have to find out by trial and error (R-Type anyone?). They are never about finding some super-kill-everything weapon. Well, the japanese shmups aren't, anyway. In western shmups you'll often have to upgrade your weapon to insane levels to kill even the smallest enemies in later levels (Tyrian and Raptor, for example). Superweapons are sometimes only good for clearing out bullets, in some games they don't even do damage. Cho Ren Sha or rRootage are popular vertical shmups and pretty representative of what the genre is like these days.
2. IMO the hardest V-shmup ever is Radio Zonde. The default setting is infinite lives and you'll have to change that in the options menu (or select a character other than the two you can see on screen). I've never made it past the first level. I've seen videos of other games that claim to be harder but those are usually at high difficulty. Radio Zonde is impossible at normal (easiest) difficulty.
3. Ikaruga was an arcade game. What are they supposed to do, butcher the game to make it more home console friendly? Most arcade fans want arcade-perfect ports.
You can turn it into a horizontal shmup, it remains functional. Or deal with the letterboxing.
Also, how many vertical shmups don't restrict the playing field to a part of the screen?
Some say God Of War beats RE4.
I don't see what's simplistic about the game, I didn't even figure out the controls when playing the demo.
If it was just moving squares on a grid it should play fine on my 386 with an EGA and four shades of red LED display.
It's probably not even the first, those embedded videocards can barely handle Unreal Tournament '99.
Personally I prefer ripping C64 games to my PC and putting a savestate after the minutes of loading are done.
Considering that the Nintendogs+DS bundles were constantly sold out while there were huge piles of DSes without games or with Mariokart still available I'd say people didn't just buy Nintendogs because it happened to come with their DS, they bought the DS for Nintendogs.
Most people would just let the cheaper items rot because typing in a word each time they want to pick one up is too big of a hassle. I don't know about WoW but the MMO I'm currently trying to set a start->total boredom timerecord in has monsters dropping three items on average, mostly cheap junk that you'd rather leave rotting than typing in a word for.
Noone forces you to innovate in any long standing franchise, you can just abandon it (or put it on ice), make your innovative game and if that fails go back to your old franchise.
Your fans will only be pissed off if you add innovation they don't like to a franchise they otherwise liked. I don't think anyone would hold off buying e.g. the next Zelda because he didn't like Yoshi Touch & Go. Neither would someone stop buying Madden because EA released Catwoman.
PC game textures are designed to be as large as the hardware at the time allows, not a specific resolution. No point in jamming 2GB worth of textures into a scene just because there may be a system capable of displaying those in the next decade.
I don't know about you but I can't hold a button at 1/2mm down or something like that. Slowly releasing means different things to different people as well, I've never really figured out what Star Ocean's definition of "slowly" was. Plus it wasn't easy to repeat even if I got it right once.
Harddrives are VERY cheap to go from 20GB to 40 or 60, you pay almost the entire price only for the drive assembly, not the actual platters. MS doesn't want a larger HD because there's no point for a console to have more than 20GB and because users would only use that space to dump game discs on modded systems.
I agree with you on pressure sensitive face buttons, there's just no point. I've played one game so far that even used them, Star Ocean 3, and that used them in a way that was absolutely annoying (you had to press the button in four different ways to solve some puzzles, each wrong press would mean a battle). The only acceptable analog buttons are shoulder buttons with at least half a centimetre of travel distance (e.g. GC L/R buttons) and even those are used almost never.
Though I think some XBox games used analog face buttons (DOA Volleyball, for example) and that would cause trouble with the backwards compatibility.
Does it support the main reason for buying a UT game (mods and mutators)?
Oh, it's fairly accurate IMHO...
It's what the eagle did with the turtle to the inquisitor in Small Gods.
Was UT2007 announced for the x360?