• Ever wanted an RSS feed of all your favorite gaming news sites? Go check out our new Gaming Headlines feed! Read more about it here.
  • We have made minor adjustments to how the search bar works on ResetEra. You can read about the changes here.

Morfid_Plays

Self Requested Ban
Member
Oct 27, 2017
943
I've been meaning to mention this info since you keep asking about Machinarium, but I'm afraid it isn't anything on the hopeful side. A fan asked the developer, Amanita Design, back in late September if they were interested in making hard copies of that game and LRG iterated that they'd like to help make it a possibility. Sadly, the team responded, "We're not planning any physical releases anytime soon."

I don't see the logic, they are happy for vinyls and teddy's but not to preserve there game

About sums them up really
 

mattysaurus

Member
Oct 27, 2017
636
Gave up on Super Gunworld 2 in the last area. The game is... rough. It really fights you, and as the precision level increases, it becomes apparent that the game is not good enough to keep up with the accuracy it demands (which, tbh, isn't a lot). The final straw was the game glitching out and not allowing me to pick the clone gun flower I needed to proceed. It also spawned me inside a brick once, forcing me to restart the game and lose about 20 mins worth of progress.

Edit: Also, Yesterday's Origin isn't prepatched. Pretty disappointing, considering the patch is 4.3GB and the download conveniently decided to freeze 60% of the way in.
 
Last edited:

Hexadron

Member
Oct 25, 2017
750
I would like LRG to really wait until a game is in its ultimate form meaning patches and bugs are all fixed before doing a physical version. You want to preserve these digital games, but let's not preserve broken crap. I am fine not having the newest releases and all that personally.
 

mattysaurus

Member
Oct 27, 2017
636
I personally don't understand why it wasn't prepatched. The game's been out since 11/2016. I'm pretty positive this patch isnt new either.

But yeah, completely agree. I'd rather wait 6-12 months for a game to be patched out. Cosmic Star Heroine's physical would've been a major bummer had the 1.00 been pressed.
 

Seafoam Gaming

One Winged Slayer
Member
Nov 3, 2017
2,692
I would like LRG to really wait until a game is in its ultimate form meaning patches and bugs are all fixed before doing a physical version. You want to preserve these digital games, but let's not preserve broken crap. I am fine not having the newest releases and all that personally.

But then we'd get stuff like the Skullgirls Vita delay, especially if a game keeps getting updates. I say just release it as long as the base game has the full game (and not a demo like the Tony Hawk skater game) and it's functional enough. If the patches are minor tweaks and whatnot then it's no biggie right now.
 

superNESjoe

Developer at Limited Run Games
Verified
Oct 26, 2017
1,160
Gave up on Super Gunworld 2 in the last area. The game is... rough. It really fights you, and as the precision level increases, it becomes apparent that the game is not good enough to keep up with the accuracy it demands (which, tbh, isn't a lot). The final straw was the game glitching out and not allowing me to pick the clone gun flower I needed to proceed. It also spawned me inside a brick once, forcing me to restart the game and lose about 20 mins worth of progress.

Edit: Also, Yesterday's Origin isn't prepatched. Pretty disappointing, considering the patch is 4.3GB and the download conveniently decided to freeze 60% of the way in.

Sorry to hear about that! The game definitely has some rough edges I don't shy away from. I made it alone, and I was the only QA person ha.

There's a lot of improvements that have gone into my next game based on what I learned making SGW2. Just insane improvements to responsiveness due to just better skills. I was actually analyzing movement and collisions in Mega Man on a frame by frame basis to improve the code for my next game lol.

Gimme any feedback you have though, parts you liked, parts you didn't, and what things you think you wanted to enjoy but maybe fell short. It's vital for improving my future games!

Thank you for playing it!

Edit: I actually speedrun Super GunWorld 2 as well, so check me out on Twitch sometime if you wanna see more of it from another player/the devs perspective.
 
Last edited:

i-Jest

Member
Oct 25, 2017
4,015
Well in light of recent axed releases, maybe it's all for the best then. The possibility of less unpatched printed games makes this all the more easy to swallow, not that it wasn't before. Did we even get a list of cancelled releases?
 

mattysaurus

Member
Oct 27, 2017
636
Sorry to hear about that! The game definitely has some rough edges I don't shy away from. I made it alone, and I was the only QA person ha.

There's a lot of improvements that have gone into my next game based on what I learned making SGW2. Just insane improvements to responsiveness due to just better skills. I was actually analyzing movement and collisions in Mega Man on a frame by frame basis to improve the code for my next game lol.

Gimme any feedback you have though, parts you liked, parts you didn't, and what things you think you wanted to enjoy but maybe fell short. It's vital for improving my future games!

Thank you for playing it!

Edit: I actually speedrun Super GunWorld 2 as well, so check me out on Twitch sometime if you wanna see more of it from another player/the devs perspective.

Disliked:
Tying core mechanics (like double jump) to an item mechanic feels like a big no no to me. Having to spawn your basic gun feels like an extra step that just slows down the gameplay. The way you move along ice (especially combined with the wind effect) felt off to me, resulting in a ton of death. Similarly, the character seemed to fall off ledges a hair earlier than games like megaman, so I really had to adjust my timing. Starting about halfway through the game, the splash music for dungeons and the screen splash played twice. Often, when I would get hit, I would be faced the other way for some odd reason. That was quite frustrating. Constantly buying ammo got old after a while. Instead, why not ammo upgrades and attach the gunstock to a rechargeable power level or something? Text wise, the game was missing a lot of commas.

Liked: When I wasn't having any problems, I liked the style. It reminded me of a not-quite-megaman tier nes game. The guns as plants gimmick was interesting (when it wasn't getting in the way of basic combat), and I think you could take the idea further.
 

ragnar14

Member
Oct 28, 2017
931
Vancouver
But then we'd get stuff like the Skullgirls Vita delay, especially if a game keeps getting updates. I say just release it as long as the base game has the full game (and not a demo like the Tony Hawk skater game) and it's functional enough. If the patches are minor tweaks and whatnot then it's no biggie right now.

No, just no. These games are being released for archival purposes, if somebody needs a game right now they can just grab it off PSN or whatever, usually for less money.

Also, I assume most people buying LRG releases are collectors. As collectors you shouldn't want a situation like Ys Origin, where LRG releases an unpatched product and somebody else releases a patched version shortly after.
 

Lakeside

Member
Oct 25, 2017
9,227
At this point I'd like a Wiki outlining which LRG games need to be patched and which shipped complete. I'm not sure people obtain information like this, short of just booting everything up and testing it.
 

superNESjoe

Developer at Limited Run Games
Verified
Oct 26, 2017
1,160
Disliked:
Tying core mechanics (like double jump) to an item mechanic feels like a big no no to me. Having to spawn your basic gun feels like an extra step that just slows down the gameplay. The way you move along ice (especially combined with the wind effect) felt off to me, resulting in a ton of death. Similarly, the character seemed to fall off ledges a hair earlier than games like megaman, so I really had to adjust my timing. Starting about halfway through the game, the splash music for dungeons and the screen splash played twice. Often, when I would get hit, I would be faced the other way for some odd reason. That was quite frustrating. Constantly buying ammo got old after a while. Instead, why not ammo upgrades and attach the gunstock to a rechargeable power level or something? Text wise, the game was missing a lot of commas.

Liked: When I wasn't having any problems, I liked the style. It reminded me of a not-quite-megaman tier nes game. The guns as plants gimmick was interesting (when it wasn't getting in the way of basic combat), and I think you could take the idea further.

So one interesting thing in there I want to comment on. Controls in SGW2 are "precise" to a fault. I struggled during development getting responsiveness to feel right, and something I learned while experimenting to improve it was that many of the best platformers (this is seen in classic Mario games, especially in Mega Man, etc) had this concept of breaking precision to make things "feel" more precise even if they're technically less precise.

Like jumping at the edge of platforms like you mentioned. In SGW2 it always counts to the pixel to make sure a ledge is below you when you jump, but it doesn't factor in for things like reflexes or potential latency on a tv, so I and many others had to adjust their timing because it felt like we were jumping at the edge of a platform when we may have been a few pixels off. What a lot of classic games did was essentially create a buffer, like something that says "oh the player pushed jump, but they're not on the ground. Were they on the ground within the last few frames? Ok, let's jump anyway". This concept carries to other things like if you jump as you're just about to touch the ground, but you're technically a tiny bit early, the game will buffer those inputs and say "ok, as long as you touch the ground in the next 5 frames or w/e, we'll jump as if you were on the ground when you pushed jump".

I avoided things like this in SGW2, but found when I studied Mega Man and Castlevania down to the frame, these were exactly the sort of deceptive tricks that made the games feel so damn responsive and precise. I implemented my own version of them in my next game and it's a night and day difference. I'm a massive Mega Man fan, and have recreated portions of Mega Man 2 in my new code base and it feels so close to spot on. I think it's gonna go over really well for people that found fault with SGW2.
 

Lakeside

Member
Oct 25, 2017
9,227
So one interesting thing in there I want to comment on. Controls in SGW2 are "precise" to a fault. I struggled during development getting responsiveness to feel right, and something I learned while experimenting to improve it was that many of the best platformers (this is seen in classic Mario games, especially in Mega Man, etc) had this concept of breaking precision to make things "feel" more precise even if they're technically less precise.

Like jumping at the edge of platforms like you mentioned. In SGW2 it always counts to the pixel to make sure a ledge is below you when you jump, but it doesn't factor in for things like reflexes or potential latency on a tv, so I and many others had to adjust their timing because it felt like we were jumping at the edge of a platform when we may have been a few pixels off. What a lot of classic games did was essentially create a buffer, like something that says "oh the player pushed jump, but they're not on the ground. Were they on the ground within the last few frames? Ok, let's jump anyway". This concept carries to other things like if you jump as you're just about to touch the ground, but you're technically a tiny bit early, the game will buffer those inputs and say "ok, as long as you touch the ground in the next 5 frames or w/e, we'll jump as if you were on the ground when you pushed jump".

I avoided things like this in SGW2, but found when I studied Mega Man and Castlevania down to the frame, these were exactly the sort of deceptive tricks that made the games feel so damn responsive and precise. I implemented my own version of them in my next game and it's a night and day difference. I'm a massive Mega Man fan, and have recreated portions of Mega Man 2 in my new code base and it feels so close to spot on. I think it's gonna go over really well for people that found fault with SGW2.

That's really interesting stuff that most of us non-developers would never know. Thanks for posting.

Man I can't imagine the shenanigans involved with shmups and hitboxes, etc.
 

superNESjoe

Developer at Limited Run Games
Verified
Oct 26, 2017
1,160
That's really interesting stuff that most of us non-developers would never know. Thanks for posting.

Man I can't imagine the shenanigans involved with shmups and hitboxes, etc.

I should state that's not *exactly* how that stuff works, but it's a good way to explain it. Yeah, as you dig and learn more you find there's lots of tricks you can pull off to make something feel satisfying. My mistake with SGW2 was being too fixated on "true" precision in terms of movement rules. Not only does the game have rough edges, it ended up hurting it in the end. Some people adjust, others simply don't like it.
 

Seafoam Gaming

One Winged Slayer
Member
Nov 3, 2017
2,692
No, just no. These games are being released for archival purposes, if somebody needs a game right now they can just grab it off PSN or whatever, usually for less money.

Also, I assume most people buying LRG releases are collectors. As collectors you shouldn't want a situation like Ys Origin, where LRG releases an unpatched product and somebody else releases a patched version shortly after.

I buy the LRG games to play them and have fun, not for some silly data backup, as a disc could easily be wiped clean or destroyed in years from now like how Floppy Discs are today. Obviously it's not good to have a Pro Skater 5 Situation where no actual game is on the disc pre-patch, and if previous updates exist then it's good to put them on the disc (If NITW came to LRG for example, the update should be bundled from the get-go.) but I really don't think it's a big deal if they were about to release something like Kero Blaster, and then PLAYISM would add a patch very shortly before LRG planned to announce the game that changes a line of text by removing a space (just an example) and LRG just released it anyway since said text change would be insignificant compared to the actual GAME and the patch could just be installed quickly.

The collection stuff for me are the cool tickets and trading cards, and anything that comes with a CE/LE. Leaving a box to rot/sit in shrinkwrap for decades is a horrible waste of space/money IMO, so I proudly play every game I buy from LRG and plan to continue to do so when the Switch stuff hits. For me, it's a nifty way to show devs extra support and have a game shareable with friends who may want to check it out too. The WiiWare era may make people paranoid about digital only games being gone forever but I seriously doubt PSN will have anything of the sort happen on the PS4 side of things for a while, and I don't think any sane people are going to be desperate for the minor patch that my Flinthook Copy had to download in 20 years from now. I seriously would rather they not hold up games for as long as they did Skullgirls Vita (even though that's a bit more forgivable since balance patches are very important in fighting gams) just because of some often times pointless updates that could just be downloaded later. If they do go that route, then I'd rather they do a Steamworld Heist and just pack in any available DLC with the game as well since DLC is more valuable to keep than boring old updates
 

mattysaurus

Member
Oct 27, 2017
636
No, just no. These games are being released for archival purposes, if somebody needs a game right now they can just grab it off PSN or whatever, usually for less money.

Also, I assume most people buying LRG releases are collectors. As collectors you shouldn't want a situation like Ys Origin, where LRG releases an unpatched product and somebody else releases a patched version shortly after.

Who released the patched version? I thought The PA release came out after LRGs? Are you saying that it's patched and LRGs isn't?

I should state that's not *exactly* how that stuff works, but it's a good way to explain it. Yeah, as you dig and learn more you find there's lots of tricks you can pull off to make something feel satisfying. My mistake with SGW2 was being too fixated on "true" precision in terms of movement rules. Not only does the game have rough edges, it ended up hurting it in the end. Some people adjust, others simply don't like it.

I adjusted to the extent needed to complete those sections, but in the end it was the glitches that made me throw in the towel.
 

Ventara

The Wise Ones
Member
Oct 25, 2017
710
I haven't played my copy yet, but have read multiple people say that the PA's Vita copy is patched. At least, there was no download required.
 

Carnby

Member
Oct 25, 2017
12,242
No, just no. These games are being released for archival purposes, if somebody needs a game right now they can just grab it off PSN or whatever, usually for less money.

Also, I assume most people buying LRG releases are collectors. As collectors you shouldn't want a situation like Ys Origin, where LRG releases an unpatched product and somebody else releases a patched version shortly after.

Are you kidding me? Ys Origins was the first game I bought since Silver Case, after being burned one too many times. Now I find out this game is incomplete. This should have been stated more clearly in the product description.

At this point it doesn't matter. I'll never make this mistake again...
 

Shizuka

Member
Oct 25, 2017
14,125
Are you kidding me? Ys Origins was the first game I bought since Silver Case, after being burned one too many times. Now I find out this game is incomplete. This should have been stated more clearly in the product description.

At this point it doesn't matter. I'll never make this mistake again...

More often than not, games come "incomplete". Only a select few developers bother to put some work instead of just making easy money without doing any work, which is why I feel like the Steamworld developers should be forever praised for what they did for the Vita releases.
 

rawhide

Member
Oct 28, 2017
3,003
No, just no. These games are being released for archival purposes, if somebody needs a game right now they can just grab it off PSN or whatever, usually for less money.

They absolutely aren't, and I say that as someone who really wishes that was the case. They're scalper fodder first and foremost, shelf trinkets second; the games themselves barely matter in most cases.
 

Carnby

Member
Oct 25, 2017
12,242
More often than not, games come "incomplete". Only a select few developers bother to put some work instead of just making easy money without doing any work, which is why I feel like the Steamworld developers should be forever praised for what they did for the Vita releases.

Are you strictly talking about LRG games?
 

ConanEdogawa

Member
Oct 31, 2017
1,082
I would like LRG to really wait until a game is in its ultimate form meaning patches and bugs are all fixed before doing a physical version. You want to preserve these digital games, but let's not preserve broken crap. I am fine not having the newest releases and all that personally.
I remember a lot of talk about that when they first started, and it seems like over time it's become much less of a priority. I may be in the minority, but it adds a lot of value to me when a game is complete on the disc/cart. It also doesn't help when we only find out if the LRG releases are up to date after the games have already been sold. I remember Dariusburst on Vita having a big update to download, and that was sold for $50.
 

dallow_bg

Member
Oct 28, 2017
10,630
texas
Are you kidding me? Ys Origins was the first game I bought since Silver Case, after being burned one too many times. Now I find out this game is incomplete. This should have been stated more clearly in the product description.

At this point it doesn't matter. I'll never make this mistake again...
Do you buy any physical games at this point? I'd say 90% of them would be considered incomplete if we include patches in the discussion. I remember you were upset that the PS4 version of Silver Case came out since you had purchased the PC version, but it'd be "incomplete" as well since it's had subsequent patches.
 

Hexadron

Member
Oct 25, 2017
750
I remember a lot of talk about that when they first started, and it seems like over time it's become much less of a priority. I may be in the minority, but it adds a lot of value to me when a game is complete on the disc/cart. It also doesn't help when we only find out if the LRG releases are up to date after the games have already been sold. I remember Dariusburst on Vita having a big update to download, and that was sold for $50.
LRGDouglas said on the LRG Forums
...Some developers request that the physical copy come out when the digital version does, they like the idea of it releasing more like a traditional game would and the added press. If it comes down to working with a developer or not based on this we are going to choose to work with them.

I meant it and still stick by it that going forward we are trying to get games to be as patched and complete as possible.
Sounds like some Developers are pressuring LRG to do releases at the same time as digital or none at all kind of thing but also LRG isn't standing by what they want from a release. This leads me to believe it's more about $ than having "complete" releases, which is unfortunate, but I suppose that's business...
 

Carnby

Member
Oct 25, 2017
12,242
Do you buy any physical games at this point? I'd say 90% of them would be considered incomplete if we include patches in the discussion. I remember you were upset that the PS4 version of Silver Case came out since you had purchased the PC version, but it'd be "incomplete" as well since it's had subsequent patches.

Thanks for reminding me of yet another gripe I have with LRG. :-|

Look, no offense, but I'm not going to defend my reasons. I've made up my mind. Especially now that I learned the one-off game I bought was a complete waste of money. (And the only thing that was complete about the purchase.)
 

Olengie

Member
Oct 25, 2017
3,377
a lot of devs wouldn't want to do what the guys did for Steamworld largely because it mean they would have to pay someone to implement it and have it recertified by Sony again, which can take a while.
 

dallow_bg

Member
Oct 28, 2017
10,630
texas
Thanks for reminding me of yet another gripe I have with LRG. :-|

Look, no offense, but I'm not going to defend my reasons. I've made up my mind. Especially now that I learned the one-off game I bought was a complete waste of money. (And the only thing that was complete about the purchase.)

What reason? I already know the reason.
I'm genuinely curious if you buy any physical games nowadays considering how common patching is because that has to be slim pickings.
 

OrangeAtlas

Member
Oct 25, 2017
3,111
It's all gonna be worthless in 20 years anyways when all out blurays suffer from disc-rot and everyone just has sealed blue cases filled with sparkly dust.
Really looking forward to picking up Screencheat this week, and maybe Bit.Trip but I skipped out on Runner 2.
 
Oct 27, 2017
3,022
Phoenix
So it occurs to me that if Saturday Morning RPG is the first announcement from LRG for the Switch that means they have definitely walked through the work of porting something to Switch at least once. Could some of their future plans include porting some long requested Vita titles to Switch so they can handle Eshop publishing on that platform as well? I can imagine that Fata Morgana on Switch would probably sell pretty darn well, same goes Va-11 Hall-A.
 

mattysaurus

Member
Oct 27, 2017
636
On the plus side, I can confirm that Rock Boshers PS4 is prepatched :) Fun game too, though I think I liked Aqua Kitty DX more.
 

Saoshyant

Member
Oct 25, 2017
1,996
Portugal
There's technical reasons why it's hard to release pre-patched Vita games, but that isn't the case with the PS4 ones. I think everyone would appreciate it if LRG were more adamant with developers in getting the latest game image with all available patches applied in situations were the digital version has been out for a while (which has been most cases to date).
 

Ventara

The Wise Ones
Member
Oct 25, 2017
710
Got my order in. Lol, didn't realize they split the soundtrack in 3.

Edit: The soundtrack says there's only 500 of each, but there's 100 being sold standalone, 100 with the PS4 bundle, 100 in the Vita bundle, and OVER 200 as a 3-pack. Doesn't seem to add up?
 
Oct 26, 2017
359
Welp, I'm finally breaking my complete vita run. Feels good.
giphy.gif


But I'll be back for LRG Switch releases... as long as every release at least has full color inside artwork. Instruction manuals like Nicalias produce would be nice too.
 

Semoreh

Member
Oct 28, 2017
525
France
Welp, I'm finally breaking my complete vita run. Feels good.

You're not into Bit Trip ?

Just noticed this listing on the front page: https://limitedrungames.com/products/runner2-soundtrack-cd

Is this exactly the same as the one I bought back in March 2017 when Runner2 was on sale?

Probably a leftover, yeah ! There's only 6 available at the moment

It's all gonna be worthless in 20 years anyways when all out blurays suffer from disc-rot and everyone just has sealed blue cases filled with sparkly dust.

It's always been a concern of mine, as well as a good reason to open and play all of my games.
Blu-ray is supposedly more resistant to bitrot though, and my "normal" PS1/GC dvds still look fine, so we're talking decades here. I tend to be pretty paranoid sometimes, but on this subject it's not the time to worry... yet ^^


Almost 20 minutes in : each game is down to around 18%.
Pretty slow day, but that's not necessarily bad.
 
Last edited:
Oct 26, 2017
359
You're not into Bit Trip ?

I actually really enjoy the Bit Trip series, I bought them all on my Wii and Wii U when they were originally release.

But I'm not just playing my Vita much at all these days. I'd rather game on the Switch.

I'm actually going to put the majority of my LRG games on eBay over the weekend. I need to buy a new truck and would like to increase the size of my down payment.
 

i-Jest

Member
Oct 25, 2017
4,015
I actually really enjoy the Bit Trip series, I bought them all on my Wii and Wii U when they were originally release.

But I'm not just playing my Vita much at all these days. I'd rather game on the Switch.

I'm actually going to put the majority of my LRG games on eBay over the weekend. I need to buy a new truck and would like to increase the size of my down payment.

What games, if you don't mind me asking?