Thanks !
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
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.
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.
The game is preserved, they re release it in the usual cropped letterbox on every new system/format.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
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.
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.
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.
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.
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.
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 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.
Supposedly that's the case, the PA Vita version is patched and LRG's isn't. I haven't verify anything myself, PA shipping is taking forever.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?
The game is preserved, they re release it in the usual cropped letterbox on every new system/format.
Play-Asia Ys Origin PS4 had to download a GB patch so that one is definitely not prepatched.
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...
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.
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.
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.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.
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.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...
LRGDouglas said on the LRG ForumsI 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.
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......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.
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.)
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.
I don't recall Bethesda or Naughty Dog giving interviews and talking about "preserving games."
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?
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.
Probably a leftover, yeah ! There's only 6 available at the moment
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.