Tumgik
#but compared to 1-2 they really ramped up their ‘’remove content to sell it back’’ shit
switch · 1 year
Text
gen 3 has been my favorite pokemon gen my whole life but man i have really soured on it lately thinking back about how many bad practices are intertwined with it all because of the fucking link cable. it didn’t have to be like that, man.
5 notes · View notes
bltngames · 4 years
Text
SAGE 2020: Fan Games
Tumblr media
I’d hoped to have this article out a little bit sooner, but I overestimated how long it would take to write about some of these games. Whoops! Like I said when I outlined the posting “schedule” on the first day, we’re playing it fast and loose, so this is just what you get.
Today is the day I talk about fan games! And even though SAGE has “Sonic” right there in the acronym, it’s always hosted fan games from all types, so today we’ve got Mega Man, Mario, Rayman, and even fan games of fan games, if you can believe it.
Sonic Pinball Panic!
Tumblr media
Pinball is one of those things where I’ve always been obsessed with it, but never very good at it. And now, with access to digital pinball collections like Pinball Arcade and Pinball FX, I don’t actually find myself playing as much pinball as I thought I would when I was 14 years old. Still, I find myself fascinated by a good pinball table, and this honestly caught me off guard. This could very easily be an official DLC release for one of those aforementioned pinball collections and I wouldn’t even bat an eyelash (in fact, if you ask me, this is better than Pinball FX, which has always had weird ball physics). This looks, sounds, and functions exactly like a real pinball table should. My complaints are minor: for starters, the table feels kind of easy. I’ve never been a pinball wizard, but I was losing balls left and right here and it still took a good 15 minutes before I finally got a game over. Score accumulation is also pretty slow; most pinball tables will dump millions and millions of points on you, but here, it felt like a struggle just to reach the 379k I finished with. Both contribute to the fact that the table feels a little flat, like it’s missing a spark to really put it over the top. And, third, it would be nice if it had controller support. The keyboard works just fine, here (it’s just pinball, after all) but I find that the triggers on a controller feel really good with pinball flippers, and mapping the plunger to the right stick is great, too. This is a Unity game, so I wouldn’t think it’d be that hard to hook it up to the controller mapper. Still, I came away impressed.
Mega Man: Perfect Blue
Tumblr media
There are two things out there that always give me pause: fan-made Doom level packs, and Mega Man fan games. Fan made gaming content generally has problems when it comes to difficulty balancing anyway, but these games have earned a certain reputation for their difficulty, which creates a problem when you have content made by fans, for fans. This insularity means these things are usually way too hard for what I would consider “normal” people (read: casual fans and outsiders). Add on to the fact that I’d even say that there are official Mega Man games with bad difficulty balancing, and you have a recipe for frustration. Sadly, this is how I’d characterize Perfect Blue: though this introductory level isn’t impossibly hard, it’s definitely pushing that edge where it’s not very accommodating to someone who hasn’t played and finished every Classic Mega Man game ever made. It almost immediately throws you into scenarios where you have jumps you can barely reach, insta-kill spikes, and enemies that not only actively dodge your shots, but invincible enemies that launch counter attack homing missiles. And then it starts making you juggle all of this stuff, together, at the same time. None of this is insurmountable as long as you’re paying attention, but as a very casual Mega Man fan, it’s an unfriendly first impression and makes me worried about what the rest of the game is going to be like as the challenge naturally ramps up. For those hardcore Mega Man fans among you, the rest of this is solid, at least. The presentation and controls are excellent, and the new sprites are beautiful. It’s a game I’d love to enjoy when it’s done… but I’m assuming I’ll be left out in the cold. A shame, really, because there’s so much promise here.
Sonic and the Mayhem Master
Tumblr media
There’s a lot to like about this game, but there’s a part of me that really wonders if this should even be considered a Sonic fan game. Mayhem Master’s depictions of Sonic and Amy Rose are atypical to put it mildly. Here, Sonic seems to be a bookish nerd of sorts, a sidekick to Amy Rose, who has been turned into a burnt out, cigar-smoking detective. Most of the game plays out as half an adventure game, half an RPG, where you roam around the world talking to NPCs and gather clues while being assaulted by random battles. The battle system is super off-the-wall, too, perhaps taking inspirations from games like Mario & Luigi and Undertale. This means that battles aren’t passive -- you spend most of each fight dodging or nullifying incoming attacks with simplistic action-based commands. It’s weird, and different, and occasionally even a little bit overwhelming. That’s kind of the whole game, really. It’s the sort of thing that really doesn’t feel like a Sonic game at all, but it also doesn’t feel bad. The artwork is very charming, I’m interested in seeing the characters develop, and there’s plenty of worldbuilding and mystery. Would this still be as intriguing if you removed the Sonic connection, even if it’s so threadbare? That’s a hard question to answer. I know that some of my interest in this game is seeing how it spins more familiar Sonic elements into something that’s completely different. Worth checking out, for curiosity’s sake if nothing else.
Sonic and the Dreamcatcher
Tumblr media
This is a fairly brilliant little game with two unfortunate quirks. If you didn’t know, the special stages in the original Sonic the Hedgehog were inspired by an arcade game of the era called Cameltry, published by Taito in 1989. Now, Sonic’s special stages were different enough from Cameltry that it wasn’t a case of Sega outright stealing the gameplay, but there’s a clear lineage there, and it only becomes clearer when you compare the special stages in Sonic 4 Episode 1 to Cameltry (spoilers: in that game, they’re nearly identical). Dreamcatcher is also from this lineage, but is infinitely more charming than either Sonic 4 and maybe even Cameltry itself. The idea is that you must collect a specific number of blue spheres in order to reveal the Chaos Emerald, after which you have a limited amount of time to find and collect it. It’s very simple, but the presentation really sells the game’s charm. It’s just a game that looks good and sounds good, with an interesting premise executed very well. Also, you get a dedicated “& Knuckles” button to spawn infinite Knuckles to help you collect blue spheres and bash enemies. Being able to have unlimited numbers of these guys sounds like it would break the game, but once that countdown clock begins, the last thing you need is 20+ echidnas clogging up the route back to the emerald. The first quirk this game suffers from is that there’s only two levels. Parts of this have a very “game jam made in a weekend” vibe to it despite the rock-solid music, sound, and gameplay, and only having two levels contributes to that. Hopefully more are coming in the future. The other quirk? You can’t actually download this game -- it’s embedded in a webpage. I’m sure this is to make it easy to play on any platform with a web browser (phones, PCs, etc.) but I find myself greatly desiring a hard copy of this game that can live on my computer forever.
Sonic Galactic
Tumblr media
Now here’s just a good old fashioned Sonic fan game. Though it clearly takes inspiration from Sonic Mania’s aesthetics in some places, it’s clearly doing its own thing, featuring not just the core cast of Sonic, Tails, and Knuckles, but also Fang the Sniper, and even a brand new character named Tunnel the Mole. Unlike a lot of Sonic fan games at SAGE, this appears to be using something besides Clickteam Fusion, Game Maker, or Unity. Here, it’s the “Hatch Game Engine,” whatever that is. Whatever the case may be, the game runs very well and is basically indistinguishable from just playing Sonic Mania. Visuals are sharp, music’s good, the two included boss fights are surprisingly fun to fight -- everything seems to be in order. As a result, there’s not really a lot to say. This is just a good, fun game. Anything else I’d say would come off sounding like nitpicks. For example, there’s no way to set graphics options yet, so the game is stuck in 2x Windowed mode. Fang and Tunnel are cute additions, but I wonder how much utility they have as characters. Unless I missed something, Fang’s pop gun is mainly for a weak double-jump ability, and Tunnel’s ability to dig and ricochet off floors, walls and ceilings is cool, but it doesn’t have quite the universal utility of Tails’ flight or Knuckles climbing and gliding. It’ll be interesting to see how or maybe even if their abilities have a chance to grow into something special. Anyway, like I said, those are nitpicks, so try to give this a shot if you can.
Sonic Robo-Blast!
Tumblr media
Remasters seem to be a bit of a theme this SAGE, between Sonic Triple Trouble 16-bit, Sonic 2 SMS, Sonic 1 Revisited, but this is perhaps the most surprising of them all: a loving remaster of the original Sonic Robo-Blast. SRB1 was perhaps one of the first true “landmark” fan games, given that it was basically a whole entire game that people could play. It's not a stretch to say that SRB1 probably helped kickstart the fan gaming community that still survives to this day -- I certainly owe my involvement in the community to seeing SRB1 for the first time. The problem is, as historically significant as the game might be, it’s nearly impossible to go back to nowadays -- it’s much, much too dated to be any fun. This remaster completely re-envisions SRB1 as a regular Sonic game, while also pulling in gameplay elements from Sonic Robo-Blast 2. It’s a bit of a time paradox mindwarp, but it helps give it a bit more personality than just making a bog-standard 2D Sonic. It works, aided by the fact the sprites, music and overall presentation are fantastic. The only downside is the Act 2 boss, which commits the cardinal sin of taking away player agency and making you wait around far too much. Here’s hoping this gets finished, because it’s definitely on my radar now.
Super Mario Flashback
Tumblr media
This has been floating around for a few years now and I’m glad to see it’s finally starting to get some more substantial content as it moves towards becoming an actual game. That being said, this is also one of those games that’s kind of hard to talk about because it’s just… really polished. The art is incredible, it controls exactly like a Mario game, and there’s already a decent mixture of ideas at play in the demo. Anything else I’d say would sound like nitpicking -- like, for example, the backseat game designer in me wonders if maybe the game is prioritizing aesthetics a little too much. This is a wonderfully animated game, absolutely gorgeous, but some actions, like the butt-stomp and the wall kick, feel a bit sluggish, and I think it’s because they show off fancy animations. Even if it’s a split second, waiting for Mario to attach to a wall to kick off of it feels slow. Really, though, that’s an insignificant complaint. This demo is still well worth checking out.
Sonic Advance 4 Advanced
Tumblr media
This game seems like a greatest-hits of Dimps best ideas, spanning the first Sonic Advance all the way to Sonic Rush. There’s just one problem: the game seems broken. Now, my desktop PC is starting to show its age. I built it four and a half years ago, and though it can handle game like Gears of War 5 on high settings at 60fps, slowly, newer games seem to be leaving it behind. That being said, I don’t think a game like Sonic Advance 4 here should be running at what appears to be half its intended speed. It also originally launched in a teeny-tiny window (we’re talking, like, smaller than a postage stamp) and even though the options menu has a toggle for full screen mode, it doesn’t want to work. Something about this game under the hood seems to be struggling very, very, VERY hard. It’s a shame, because if this actually played at the proper speed, it seems like it might actually be an alright game, if a bit complex and busy.
Sonic 2 SMS Remake
Tumblr media
Here’s a game I was all buckled in expecting to enjoy. Like it says on the tin, this is a remake of Sonic 2 for the Master System (and Game Gear), but with wide screen visuals and huge expansions to the mechanics, roster of playable characters, and levels. On the outside it seems really impressive, and to a certain degree it is, but something about the controls feel a little off. Sonic’s heavier here than he is on the Master System, perhaps to simulate “real” Sonic physics a little more accurately, but you can also pretty much stop on a dime, and the combination of the two feels awkward. The camera also needs a lot of work, as it’s basic at best and does a poor job of letting you see what’s below (to the dev if you’re reading this: there’s actually video tutorials out there on how 2D scrolling cameras work, it might be worth looking a couple of them up). It also leans into some of the tech limitations of the Master System, like how you aren’t given any rings for boss fights (and even hiding the HUD, a move done to save on resources for the large enemy sprites). I could be picky on a bunch of other little stuff, too, like how the flight mechanics feel, but there are other games to play at SAGE and I’ve got at least two more articles to write. Needless to say, this is a solid (impressive, even) foundation but it’s missing a lot of late-stage polish to clean up the tiny little rough edges.
Rayman Redemption
Tumblr media
I tell this story every so often, but it was about three quarters of the way through Rayman 2 on the Sega Dreamcast when it struck me, suddenly: I love this game. I was being chased by a pirate ship through some rickety bridges and even though I was dying over and over and over again, I realized I had been enjoying Rayman 2 enough that I might put it in my top ten Dreamcast games. But that was 2002, and the years haven’t been so kind to ol’ Rayman. From the strangely celebrity-infused Rayman 3, to the tragedy of Rayman 4 (eventually becoming Raving Rabbids) to the endless, careless ports of Rayman 2 to every platform under the sun, one gets the impression Ubisoft maybe didn’t know what to do with Rayman. Especially now, when most of Ubisoft’s games are some form of online live service or cookie cutter open world experience (or increasingly both). But the fans know what they want. Rayman Redemption takes the original 1995 Rayman game and lovingly gives it a fresh coat of paint. The results are akin to what Taxman and Stealth did for Sonic CD in 2011, with wide screen visuals, improved controls, touched up level design, but gameplay that still feels faithful and accurate to the original experience. Except that Sega charged money for that, and here, fans have released this for free. Ubisoft’s loss, I guess. I didn’t play Rayman 1 until well after I’d finished Rayman 2, and I’ll admit, I kind of bounced off of it back then. It felt slow, and awkward, and when the difficulty ramped up, it got very hard, very quickly. Now, admittedly, I’ve only put about 30 minutes into Redemption here, but just the addition of a run button is incredibly welcome, and the retooled level design and powerup mechanics helps the game feel way less obtuse overall. It’s just a cleaner, tighter, more accessible and more polished version of Rayman.
Stay tuned for the next article: Indie games.
10 notes · View notes
bishal-06 · 5 years
Text
8 All-In-One Online Marketing and Content Management Softwares
1.      Bitly
Bitly CEO Mark Josephson Bitly Techland, like most places, likes stories with extreme outcomes: Startup X sells for a gazillion Startup Y, once valued at a gazillion dollars, goes to zero. So here’s a story that won’t get much attention: A modest success for a company that once had much grander aspirations. That would be Bitly , a company that lets marketers and other businesses keep tabs on customers as they move around the web by generating short, trackable URL links. Salt on the wound: There was a time, back in the early days of Twitter, that Bitly and its investors thought they had something really, really big on their hands. Twitter was just ramping up, and Twitter used Bitly to shorten all the links its users generated, and that meant Bitly knew a ton about the way the internet worked who clicked on what, when, where. Most of Bitlys attention was focused on its free product, and the money it made selling a premium version to publishers and marketers didnt cover its costs. Credit a pivot, which started when CEO Mark Josephson joined the company in 2013.
https://bitly.com/
 2.      Shape
Shape is a unique tool for all your PPC campaigns and platforms you use (it supports Google AdWords, Bing AdCenter, Facebook Ads, and LinkedIn Ads). A perfect Shape resource is AutoPilot, an algorithm that pauses your ads when they reach the budget you have decided in advance, even if you are out of the office. Furthermore, the PPC Budget Pacer notifies every day some budget suggestions, automatically adapted differently for each user.
Booster Score is a proprietary tool that forecasts the maximum spend potential for every campaign, while RollOver is an automatic mechanism that adjusts the budget by moving under/overspend from one cycle to the next. SmartSync imports your campaigns automatically on the platform.
A free trial is available.
https://shape.io/
 3.      WordStream
WordStream brings the power of online advertising to organizations of all sizes. WordStream helps business owners, marketers, and agencies all over the world use paid search and social to turn clicks into paying customers. WordStream PPC Advisor uses AdWords and Ad-Center to create campaigns. It enhances the quality of ad campaign ensuring increased traffic and revenue. This online solution also allows marketers quick feedback from several search engines.
https://www.wordstream.com/
  4.      Acquisio
 Acquisio is a big player in PPC bid management world. It provides a leading online campaign and bid management tool that has features for managing Facebook as well as paid social and display retargeting. Acquisio AdWords tool also has the ability to change bids automatically based on that event that you define. It allows marketers to create, track, manage and optimize their online ad campaigns on different search engines on its easy to use campaign creation tools. Acquisio offers cross-channel reporting that enables marketers to manage their campaigns on several platforms from a single dashboard. You can try Acquisio for free.
https://www.acquisio.com/
 5.      Pablo
 Buffer's paid solutions are useful for anyone who creates a lot of content for social media. Pablo removes steps from the process, which makes it simpler at the cost of less customization. This slight energy saving can add up to significant amounts of time and energy, freeing marketers up to do other things. Buffer is also integrated into Pablo integration demanded by existing users If a social media marketer starts using Pablo, they might start using Buffer.
https://pablo.buffer.com
 6.      PPC BidMax
PPC BidMax tool provides flexible and automated bidding for Google Ad centre and Google AdWords. The top thing about BidMax is that it develops traffic with maximum results. This innovative tool gives search engine marketers the advantage of managing their bid campaigns for a variety of search engines, including Yahoo, Bing, Google, etc. all from one simple dashboard. It also makes use of complex and sophisticated algorithms for useful analytics and reports.
To understand if this product suits you, BidMax To understand if this product suits you, you can try BidMax for free.
http://www.ppcbidmax.com/
7.      Wask
Managing digital advertising accounts can be a headache if you have more than one accounts. Wask is a perfectly suited tool for that problem. You can easily manage your all advertising accounts connecting all in one screen. Wask provides you a personal experienced advisor to make effective and unique ads. You can evaluate your results with your Artificial Intelligence assistant’s features. You can control your ads daily/weekly/monthly automatically by activating the AutoPilot, compare your result with Performance Comparison and you can automatically start/stop/delete your ads at any time with the Scheduler.
https://www.wask.co/
  8.      AdEspresso
 One platform, multiple channels. You can create campaigns on Facebook, Instagram or Google using AdEspresso. The multivariant technology from AdEspresso makes it simple to test and optimize ads increasing ROI of your campaigns. You can test multiple variations of your Facebook Ads based on your targeted audience and find out which one is generating the best result. On top of that, you can generate fully customized PDF reports of your Facebook Ads.
https://adespresso.com/
0 notes