Moderator: JC Denton
by Eidoloclast » 07 Jul 2009 00:11
by icycalm » 18 Mar 2010 18:55
Recap wrote:Se mostraron ayer las primeras capturas del 'remake' comercial de esta producción 'amateur'. A pesar del filtro más o menos tenue, a mí me parece un acierto de diseño y, sobre todo, una mejora aplastante sobre los ridículos 'pixels' cuadruplicados del original:
Solo anunciado para el XB Live Arcade norteamericano por el momento.
Vía http://www.escapistmagazine.com/forums/ ... k-Gorgeous
Recap wrote:an overwhelming improvement on the ridiculous situations 'pixels' quadruplicated of the original one
by icycalm » 20 Nov 2010 23:52
I wrote:Let's start by exploding a myth about this game: <i>Spelunky</i> is in no way, shape or form a "roguelike".
I wrote:Moreover, <i>Spelunky</i> cannot be said to have "roguelike elements" either.
by Breadcultist » 21 Nov 2010 00:52
by Eammy » 21 Nov 2010 10:02
by Worm » 21 Nov 2010 10:17
by walrusdawg » 21 Nov 2010 19:20
Worm wrote:Practically every website that has mentioned Spelunky has made the "roguelike" mistake, and I'm glad to see it addressed.
Kevin Juang wrote:I tried clicking and going through review after review only to get the same recycled, useless crap. All it proves is that reviewers just indulge in groupthink and copy ad nauseam from other sources. . . I know of games where everyone parrots the same completely inaccurate facts (usually taken from the first review that was published).
Derek Yu wrote:Spelunky is a cave exploration / treasure-hunting game inspired by classic platform games and roguelikes
by icycalm » 21 Nov 2010 23:49
Masahiro9891 wrote:Hey icy, could you post the name of the thread from rllmuk so that I can look it up; or will enough of it be covered in the review that it won't make a big difference?
by Breadcultist » 30 Nov 2010 13:45
by icycalm » 30 Nov 2010 18:13
by MrPattywagon » 30 Nov 2010 20:22
by zinger » 30 Nov 2010 20:39
by BrianDawkins » 30 Nov 2010 21:25
MrPattywagon wrote:You said that challenge in a platformer comes from the design and craftsmanship of each stage, but if the block patterns and enemy spawn points for each stage are planned in a sort of second-hand way through generation, could that not come close? Maybe there's even an aesthetic interest in seeing happy coincidences of tile arrangement.
by Breadcultist » 30 Nov 2010 23:03
by icycalm » 01 Dec 2010 02:52
by icycalm » 01 Dec 2010 14:27
by icycalm » 01 Dec 2010 14:34
by icycalm » 01 Dec 2010 16:01