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File: MegaManII-MetalMan.png (24 KB, 516x516)
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how about them apples
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>>12472446
In Mega Man these rooms exist to put the player back on the left of the screen. Crazy they never thought "hey, why don't we scroll the background both ways on transition or have a fade to black instead of filler screens"
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>>12472446
Mr.Gimmick had a lot of screens that existed just to flex graphics in that game.
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>>12472592
I just assumed they were basically loading screens. Especially in mm6 since there are a lot of set pieces in the levels (the rising boat, the fire oil, etc) but now I can’t unsee it.
>>
pure sovl
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>>12472592
>Crazy they never thought "hey, why don't we scroll the background both ways on transition or have a fade to black instead of filler screens"
I bet it was easier to program and/or took less ROM space to add a small room just for this purpose.
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File: file.png (256 KB, 5120x720)
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>>12472592
why would that even make a difference. why would you have to move megaman left by less than 1 screen width when the whole rest of the level is going to the right again anyway?
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>>12472446
I like 'em... allows me to cool down when needed.
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>>12473976
>why would that even make a difference. why would you have to move megaman left by less than 1 screen width when the whole rest of the level is going to the right again anyway?
Because if you just started running right when you landed on the right side of the screen, you would see less of the right side of the screen and any approaching hazards. It would fuck with reaction times, spawns, level layout, etc.

I'd never though if it before, but the guy is right.
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>>12472592
Oftentimes they were the checkpoint rooms, which is why they were empty.
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>>12472885
Well that is true, some of these rooms in 5 or 6 also served as loading new graphics for the rest of the level. But you don't necessarilly need the room to be devoid of enemies for that to happen.

>>12474171
Both functions go well together
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>>12474283
What is it loading and how? Graphics are in rom and "loaded" via bank switching which instant. Backgrounds buffers are loaded/updated during screen transitions.
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File: Mother Transitions.webm (1.97 MB, 512x448)
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>>12475220
New background graphics. In short and in layman's terms, they divide the background graphics in two big chunks. During those "loading" rooms, they only use the tiles from either the bottom or upper half of the CHR ram, that way they can load new bg tiles in the other half to use for the rest of the level.
This allows loading those new tiles via seemless transitions that don't require a fade to black.

Same principle in this webm in another game (look at the upper half changing)
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>>12475237
Ah, neet. Thanks anon
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>>12472592
But Megaman games can scroll in both directions.
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>>12475619
always wondered what was to the left since there's no wall
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>>12475619
i always got like a "dracula's castle" vibe from this room
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>>12474073
This
It's good pacing.
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>>12475619
What's with the weird lamps anyway? I always found they looked out of place
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>>12474073
pause button
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>>12475689
Exactly.

>>12475772
Fair, though it's different, when pausing it's like I stopped playing and often when I unpause it I'm right back into the action often not in the best position, an empty room is one I can still move around in, still "play" while cooling down and not being overwhelmed, as (>>12475689) said it's simply a matter of pacing and depending of when it's used I think it's quite decent.
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>>12475812
You can "cool down" and move around after killing enemies before moving to the next room.

What is there to "cool down" even in normal rooms.
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>>12475819
It's hard to explain, but coming into a new area expecting to be bombarded again and instead having some calm, it adds to the pacing with some variety and I think it makes the world feels less engineered and more immersive.
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>>12475821
Got it, you have autism.
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>>12475821
The fact that they're save rooms helps with this feeling, knowing that even if you die after this point, you get to start back here and not at the very start of the level. Capcom also used this concept in the Resident Evil games, where the save rooms are typically safe rooms, free of enemies, ink ribbons plus a typewriter to save, an item box, and typically a healing item or two, complete with unique music.
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>>12475823
I think that might mean you have autism instead, man
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>>12475398
Not at the same time. And most likely the maps are designed to align to nametable boundaries during transitions to keep things simpler.

The devs were just too lazy to figure out scrolling or design their maps in a way that made such rooms unnecessary.
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>>12475823
>Everyone else is wrong, not me
ok

>>12475821
I like when this is done in media. Breaking Bad did it really well. In the later seasons, whenever some crazy fuckin shit just went down, there would often be a long 4 or 5 minute scene with someone (usually Mike) going through slow, mechanical motions, setting something up, the purpose of which wouldn't immediately be clear. It was a nice way to decompress and contemplate the consequences of what just happened and bring your emotional state back to a baseline, while also giving you the opportunity to play detective and try to figure out what exactly was taking place on screen now.
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>>12475907
Not saying he is wrong, just an autist.
>>
>>12475925
what's autistic about what he said though



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