Probably. I more think of Sequilitis tho when I think about Simon’s Quest.
https://twitter.com/playstation/status/1258131429936021507?s=21
LMAO, not even sony can post shit about TLOU without ND making some bogus copyright claim
…fucking what?
So which is it a lite or a like?
See stupid ass terms lmao.
All sounds like Metal to me.
Lite, it has/borrows some elements, and combines them with other stuff that is not usually part of the genre.
Like, it shares a lot if not all of the elements.
Not hard to follow
It was twitter’s algorithm that flagged it
Yeah, but on behalf of who? Lol
It just shows how bogus many of those claims are, since because it is automitized, you only need to meet certain criteria without caring about the context of what is being posted.
I’ll put together a list of good old stuff for you.
My problem with Souls-Like as a term is the expectational damage it does to titles that get saddled with it. I again point to Sekiro and how many people went I to it with way fucked up expectations because people kept calling it a Souls-Like even after the developer and director came out and said plain as can be “This isn’t a Souls game.”
I’ve played translations hacks of Simon’s Quest and I must disagree. It still sucks pretty bad even when people talk right.
As said above I can’t agree with this. I’m with Martian. That games still a huge boring chore even with a good translation patch. It has so many issues beyond the translation.
Don’t worry, no one wants to talk to you anyway.
Lol I know it’s not. It wasn’t a real question. It was me pointing out that those descriptors are so absurd even official listings can’t get it right.
Yeah exactly. The way people use the term is more damaging than the term itself.
Whereas, I think the term itself AND the way people use “Metroidvania” are both problamatic, lol.
I’m pretty sure that people who have actually worked on and developed rollback netcode have stated that this is flat out false.
Same thing, as above.
EDIT:
THE USEFULNESS OF ROLLBACKS IS NOT RELATED TO THE DESIGN OR GAMEPLAY OF YOUR FIGHTING GAME!
The elimination of “my character” input lag is equally beneficial in Guilty Gear or Street Fighter or Samurai Shodown or Box Fighter or KI or Melty Blood or Skullgirls or Marvel. [tm, tm, tm, tm, tm, tm, tm, tm.]
It does not matter if your game is 2D or 3D, using complicated models with cloth physics or cardboard and duct tape - those are the only two things the engine needs in order to support rollback netcode. It does not have to be written “from the ground up” to support rollbacks.
Good to know. I’m always getting conflicting information on the implementation of rollback. Seems to have its own issues like any other network infrastructure but I’ve never really gotten a clear answer as to why it would be harder to implement in one fighting game over the other.
Of course MikeZ will post something like that.
Remember that i am a computational system engineer as well, i for hobby have worked on studying different type of codes i can get access from games to learn more about them and i have actually made my own implementations of different stuff through the years.
So i think i am in capacity of speaking about rollback netode and its implementations.
For starters, I am not talking about rollback in general but ggpo in specific.
Explaining it in a passing way, GGPO works based on a predictive logic that estimates a possible outcome and makes a rollback if the outcome is not the one predicted.
GGPO1 was specifically designed based on the 3s mechanics that had in place.
If you actually read the combo, you will see that i am talking about the considerable amount of projects that tried to imlement the earliest versions of GGPO1 into other games were unsuccesuful because while the design is sound for 3s and games that are similarish, it is not necessarily the best tool for other games that have other nuassances that can enter in conflict with how the game has been designed.
Also, his statement that you dont need to work the game from the ground up for rollbacks is false.
You need to make the code in a way that supports the rollbackstates so it can efficiently go back to a previous saved state.
That it is something that it is done for every type of software, when you design them, be games, financial software, etc you design them in accordance to what you will need to do.
Adding functionalities that were not part of the plan can vary in different levels of difficulty.
But usually adds new grades of difficulty that were not expected.
You just dont make foundations for a 1 floor house and then try to build a 5 floor building instead.
Just an example, SFV for some dumb reason sends their the stage animation data as part of the rollbackstate, hence why you have so many desynchs.
The prevalent theory is that is due the implementation of Kagemusha (i think is the name of the rollback netcode) was implemented late on the development of the game.
Compare it to its later iteration, which has few modifications that is on MvCI of which i have heard is way better than what SFV got.
It is why i said that it is better for games to implement their own technology based on their own needs.
Is not the same to try to fit something that was designed for different needs and try to brute force them into working retroactively, than making your own stuff and building based on your own specifications.
It has worked wonders for KI, Smasho5sp, Garou and other games.
So I spent the last couple of days going for the speedrun trophies in UC1-3 remasters
Imma say it right now - Doughnut Drake is quite possibly one of the best alternate costumes I’ve seen in a videogame. In UC1 is just retains Drake’s natural voice, but in 2 and 3 Nolan North actually redubbed the lines to make it sound like an actual fat guy, complete with a lower voice tone
It also makes the setpieces absolutely hilarious since every single bridge, plank and floor under Nate’s feet tend to break, so when you have this super overweight version of him being put into those situations suddenly it almost makes that much more sense
The conversation has never been about if it will be harder to implement rollback, but rather implement ggpo.
2 distinct things, that sadly some people use indistictevly.
Building your own rollback for your own game shouldnt be a hard task, BUT, it could be a tricky thin since depending on your approach you could end with a not really optimal solution.
Implementing GGPO on the other hand is a different story.
Like i said in previous posts, GGPO was desined for 3s, it was build around its subsystems, like how the priority system will make certain predictions more common, so you can mitigate the amount of rollbacks you would have.
Trying to implement ggpo on a game like DBFZ could lead to interesting unforseen results because it adds different variables that were not contemplated when GGPO was firstly designed.
To borrow from other game genre that also uses rollback and could have similar situations, look at racing games like Crash Team Racing, where you have a character teleporting constantly forward and backwards and dissapearing because there are constant rollbacks due how it is moving and interacting on the course.
Imagine that but with flying torward your oponent, that because the rollback predicted you falling, but you did 2H with SSJ vegeta and stayed afloat more time than predicted and now the char is being flung away on another direction.
Is stuff like that that it needs to be considered when making your own tools, and can be avoided, but because you are implementing something that was premade for a different set of rules, you now have to work around it.
Keep also in mind that until recently GGPO was licensed, so you couldnt really go around making changes to the source code as you pleased.
Which also factored on how many projects were not able to implement it successfuly.
Wait. You can play the campaign with Fat Drake?
Guess it’s time for another playthrough
Zinac (who’s working on Strive’s netcode) on rollback and 3D.
https://twitter.com/CMZinac/status/1265445415270244353?s=19
there is no technical reason that makes it impossible for 3D games to implement rollback netcode. Might be hard to take an existing code base and make it rollbackable, but it’s definitely possible.
Fighting EX Layer has some of the best netcode I’ve ever experienced. It’s not rollback based either, which is a miracle.
Mahvel Infinite is some of, if not the overall best rollback netcode a Capcom fighter has ever had. SFxT and SFV’s rollback is terrible though, and HDR was super inconsistent. The DarkStalkers re-release and 3S: Onrine Edition were pretty good from what I remember, and they both used GGPO straight up IIRC.
I never played Mahvel 2 onrine. I know it uses rollback but it isn’t GGPO IIRC. 30th Anniversary is ass though, not only is the emulation horrible for ST but the netcode AND matchmaking was just goddamn terrible. Oh yeah, I saw that thing where you can just inject roms into the PC version of the game to play them online. So that means they could have enabled online for Alpha 2 and other titles in the release and it wouldn’t have been any real extra work, since the games just seem to all run on an emulator with the same netcode. Lame.
Man you are so dense that sometimes i wonder if you are either stupid or do it on purpose.
NO ONE IS SAYING THAT ROLLBACK IS DIFFICULT OR IMPOSSIBLE TO IMPLEMENT YOU FUCKING DUMBASS, EVEN AT LATER STATES
We are talking about an specific fucking netcode designed for an specific game.
Is not the same trying to implement something premade than doing something from the ground that better suits your needs.
Notice how the successful stories of GGPO are games made from the ground to take advantage of it, instead of trying to bruteforce what they already had into GGPO.
If you actually read, you wouldnt be making a fool of yourself posting shit that has nothing to do with the discussion at hand.
Geez