billy and jimmy lee


Bromance Is In The Air! Rami Malek Hanging Out With Jimmy Kimmel Again! This Time In A Updated Hipster Version Of Spike Lee’s “Do The Right Thing” Skit.  I Cant Wait For Him To Host SNL At Some Point Or Be In An Episode Of GIRLS.  Reblog Please And Thanks!

The final battle in Double Dragon (Arcade) is a fight between the two player characters, Billy and Jimmy Lee. While also a method of establishing a final score when two players are working together, this is also a strong moment wherein the players must think around the control scheme presented to them entirely differently. Rather than just a series of patterns, this tests the player’s ability to feint and bring their opponent in close enough, mirroring what would become fighting games over time.


Almost Famous dir. Cameron Crowe Cinematographer John Toll (2000) 

“Music, you know, true music - not just rock n roll - it chooses you. It live in your car, or alone listening to your headphones, you know, with the cast scenic bridges and angelic choirs in your brain. It’s a place apart from the vast, benign lap of America.”

anonymous asked:

Hello I had questions, and you came up via google. :) I have no idea if this is appropriate to your knowledge. Myself and a friend are making our very first game. I'm a skilled graphic designer and an illustrator, and my friend is a great coder and has a license for Unity. We're both new though to game design, despite our skilled backgrounds. I'm making art assets in pixel art, but I'm unsure what resolutions I should be designing towards (mobile). Thoughts? Pixel characters 100x100px. Thanks!

You need to know your target platform and design to that. Whatever your lead platform is going to be should inform core design decisions like this. Are you going to be a PC game? Tablet? Mobile? If it is a PC game, is it going to run windowed or full screen? If it is a tablet or mobile game, will it be portrait or landscape orientation?

Most PCs today run at a 16:9 aspect ratio, with native resolution being 1920x1080 or 1680x1050. If you choose this, you need to consider very carefully how much of the screen your characters will take up, because it’s important for the feel of the game.

The larger your characters, the more detail and personality you need to infuse into them. Look at this example from Double Dragon Neon. The characters are large - roughly half the screen size vertically, and you can see their facial expressions and physical characteristics very clearly. The overall environment plays less of a factor here - the characters take center stage, and there is only enough room for a handful of them on the screen before things get too jumbled and confusing. You can see this through the color palette choice - the environment is all browns and yellows, while the characters pop out because of their reds and blues that serve to contrast. Keep in mind that higher resolution characters will also require significantly more art time than smaller - they have much higher amounts of detail, so they will take longer to craft.

The smaller the characters are, the more the emphasis needs to be on the environment they’re in and its level and visual design - you have all that additional screen space and it needs to be used for something. Take a look at this screen shot from Shovel Knight and the relative size of the character. Notice how many different things your eyes are drawn to in this scene - the floating platforms, the glowing book, the character itself, etc. Notice how they use contrasting colors to specifically make the traversible areas visually pop. 

What do you think this would feel like if the sizes were switched? Platforming would be very hard to play if Shovel Knight was the size of Billy and Jimmy Lee. Double Dragon might work with tiny characters, but then you’d have a lot of empty screen space most of the time, unless you filled it with bad guys to fight. But then most of the bad guys would also compress around the players anyway as they approached, which resumes the problem of too much empty screen space.

If you’re considering a mobile platform instead, you need to consider other factors. The iPhone 6 has a different resolution than the iPhone 6 Plus, which has a different resolution than the latest generation of Android phones, and each has a different pixel density. That will affect your visuals as well, depending on which device you are targeting.

In addition to this, you need to consider how the game be controlled. How much of the screen will be covered by the controlling hand? Where will you place the relevant information for the game such that the player will be able to see it while controlling it? How do you use the screen to both control the action and convey the gameplay scene?

Look at the screenshot above. This type of scheme could work for a tablet, but definitely not for a phone. Consider the relative amount of space your hand takes up. In addition, this control scheme would be terrible for left-handed players, since they would have to cover up the wave information with their hands as they controlled it. You need to take this into consideration when planning your game.

As you can see, there are a lot of considerations to make when deciding something as seemingly-simple as screen and character resolution. What you and your partner need to do is first take a step back and figure out what sort of visuals work best for the game you want to create, and whether it works for the platform you’re planning to release on. Put yourself in the player’s shoes and try to think about what sort of things the player will want to do and want to see when playing the game. Then build your game’s visuals around that. You want the player to have all of the information that he needs in order to have fun and minimize frustration. And then take a breath, because you’ll then need to figure out what sort of technical constraints you have to work within as well - how many characters you can animate at a given time without performance hitching, what your min-spec target machine will be, and so on. The list of things to consider really is never-ending, but it’s all part of the fun of creation.