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Between 2022-08-13 00:00:00Z and 2022-08-14 00:00:00Z
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Voxel
Something like this, concept made in Adobe Animate
i thought of a way i could do this, i just need to know how to do this
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@louis do you mind replacing the old mermydon-nanami skins in the community db with this? apparently when i downscaled the skins via krita it made it really pixelated and not really blurred, but i fixed that in this version
11:50
had some people mention that it looked really bad with the downscaled version (edited)
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comparison i forgot to post earlier (left is new) not that big of a difference i guess but its nicer
12:59
i think the pixelated version is more apparent at a further zoom in general
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yes i will do
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@k2d222 current state of twwe
😆 1
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dammit, missed by one or 100001, not sure
🇱 1
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Voxel
@k2d222 current state of twwe
Voxelmathis
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so much fun being tortured by a map justatest (edited)
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Voxel
Click to see attachment 🖼️
HAHAHA
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Voxel
Click to see attachment 🖼️
worst map
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Voxel
Click to see attachment 🖼️
actually i better just write a paper call "annoying theory" to explain why sometimes 2 same map with same precise gameplay but different tiles placement will result different impression with "annoying" the base of this research paper will mainly discuss about "stage trap", which is a theory that let people think "oh this part seems ez let me try it real quick"(but actually hard) and when that people pass that part, he wont realise how much time passed the opposite of this theory is talking about what if the map didnt trap people like this and just tell the people who going to play how percise the control needed to pass the map, the first impression will be "omg this looks so tight so hard i dont think i can pass this within few hours"(but maybe it is easier than his imagination). If the people going to give it a try and keep failing for around few mins only, people will start thinking about "omg i knew it i cant pass this im wasting my time, this is so annoying, im not gonna waste time anymore on such map that i dont think i can pass" which is base on another theory on time invest and i forget what it call. (edited)
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case and point
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i think elden ring can be the case the people who fall into the stage trap will keep challenging the boss and forget about the time for the people that doesnt fall into it will feel annoying and refund it after suffer on tree sentinel (nub)
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"mini tee they gon kill you you better stop dissin em" mini tee:
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another case i actually want to take a type of game in chinese chess (XiangQi) call 江湖残局. the rule is simple, the chess game run as normal but the chess placement is designed to be almost end-game. you just need to finish the game normally. But heres the clever part, the placement will looks like it has an extreme advantage on you (not kidding and no exaggerated), but in fact it is hard af, 1 step wrong then you'll lose, and even if you can regret the move, it also hard to win. by designing it to let people think it is easy, it trap many people to waste time on it. if the placement design looks like the player didnt have high advantage, it is hard to raise the play rate (edited)
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