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Double Dragon Neon - Steam/XBOX 360/Playstation 3 (2012)

It’s a lot less threatening when you realize he’s basically doing a Three Stooges gag.

Breaking News! Microsoft and Rareware have Just announced their first Conker game in a whole Decade! That’s right, a whole Ten (well, 9, but who cares) Years, we’ve been without the conker game after the massive outrage that Live & Reloaded caused, fans never got a sequel. Some have been begging Microsoft for a sequel, so bad that they’ve actually sold their soul to satan for a mere chance of there being a conker sequel. while others are glad they never got a sequel, because “it’ll most likely be a half-assed game with no thought or effort put in, like it’s been for the past 12 years”. 
But want it or not, the sequel is HERE!

Conker’s Fight to Save UR A$$! is a Money-collecting 3D Beat-em-up game (Think Double Dragon Neon + The  Batman Arkham games)
The money you collect in the game can be used to buy upgrades and new moves. However, you can also spend 400 Microsoft Points for $5 in-game dollars. Some things can only be purchased with Microsoft Points though, such as new characters, new levels, new costumes, some of the moves, some of the weapons and some of the shoes. That’s right, shoes, customization and collectible shoes that can be worn during the online-only multi-player, which is a major part of the game. Microsoft had this to say. “We saw Team Fortress 2’s popularity and decided we needed something similar”

Much like all 10 of Microsofts previous games, Conker’s Fight 2 Save UR A$$! is being hyped up to be better than Sonic Jesus on crack creating the super big bang. It’s constantly shoved in your face I mean, advertised on TV, internet ads, Youtube, stores, blimps, the moon and everywhere else. Gaming journalists like me, IGN and Gamespot were BRIBED WITH SO MUCH FUCKING MONEY I CAN BUY 600 MANSIONS AND STILL HAVE ENOUGH MONEY TO BUY THE SUN I’M RICH RICH RIIIIIIIICH- I mean… very well informed on how amazing this game will be, and while i can’t technically review it yet because I haven’t even played it and it’s not out yet, but I can say that this is undeniably the greatest game of all time and can not be surpassed by anything. 

there have been some complaints all over the internet that this game is just a cash grab to get people’s money due to the expensive all-star cast being DLC, and to that, i have to say this. Why complain about DLC when if you think about it, every game on Steam is DLC? check and mate, you so called “gamers”. I, for one, can’t wait to play as a miniature Titan from the immensely popular game “Titanfall”, Master Chief from “Halo” and Banjo from “Banjo-Kazooie”
I don’t care if they cost $15.00 - $17.50 all together (or $20 if you get the bundle with all 3 of them) Because I love Microsoft’s big meaty cock the game itself is and will be literal perfection. And I definitely DO NOT have a gun to my head to say this.

Have Fun
Enjoy
Love the game
Play it

Microsoft’s Great
Even better with the DLC

And if you want to pre-order the Limited Collector’s Edition, go to this link right here. (X)
Trust me, it’s worth every penny of the $250 you spend

vimeo

For my final in 2D Animation Character Design, i decided to do a Game Grumps animated! Problem is tho im not done! I’m like 80 percent there at least!! Clip is from their playthrough: Steam Train, Double Dragon Neon, Episode 3!

 

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.