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Screenshot thread

Beggar

Cipher
Joined
Dec 7, 2014
Messages
738
pai.jpg


:love:
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,340
It's one these "old but gold" ones. Japtactical, effectively combining TB & RT elements.

No grinding / side missions, no healing items, just tweaking your pilots and crew:

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And great tactical combat. But let's face it - since you're always outnumbered and outgunned, using MAXX attacks effectively is a must...

a) close range:

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b) middle range:

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c) long range:

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And what are all these switches and gauges you may ask? Well, it's quite simple really... ;)

Anyway, it's all about killing enemy dudes and keeping your BROs alive:

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Mission 9 was insane: eight units of our proud Japan-German-USA axis against 20 filthy commies...

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Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,871,348
Brandish - Dark Revenant (PSP)
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Beat main quest line, did short break before starting this new, exclusive to PSP version, special post-game mode where you control Dela, Ares' arch-nemesis.
That short pause took me almost 3 years... oh well, better finish it now.

Took me a little more than a week, usually 1 floor per day and some more, unless you stumble upon some really nasty puzzle. Like this maze with switches that push pillars elsewhere - camera didn't help me here, that's for sure.

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around elves
watch yourselves

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:hmmm:
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Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
That dialog window design is such a joke. How can you play the game like that?
the EEs really didn't have much to go with, with regards to art:
697693-planescape-torment-windows-screenshot-nothing-beats-morte.jpg


Just stretching it would have been terrible, it was designed for 4:3 screens not 16:9 at much larger resolutions/size.
 

Nifft Batuff

Prophet
Joined
Nov 14, 2018
Messages
3,566
That dialog window design is such a joke. How can you play the game like that?
the EEs really didn't have much to go with, with regards to art:
697693-planescape-torment-windows-screenshot-nothing-beats-morte.jpg


Just stretching it would have been terrible, it was designed for 4:3 screens not 16:9 at much larger resolutions/size.
I don't know art, but text readability improves when the text line length is not too big. This is the reason why you cannot just increase the width of the text area to cover the horizontal spread of a wide screen display just because you have free space to do it. This is also the reason why, for larger areas, the text layout is usually structured in columns
layout-design-grids-Column-Grid-symmetric.jpg


Furthermore, keeping the height of the text area small, as in the text box of IE and IE-like games, is a bad idea, in particular if the game has a lot of text to read. This layout is one of the worst for text readability, what was barely optimized for a game in a 4:3 screen it is not automatically the best solution for a wide screen. But I guess people just copy over and over the work of other people without really thinking about it (by the way, this issue is even worse in JRPG text dialogs...).

This is the reason why I think that the text layout of Disco Elysium is a better solution. (At least Disco's devs thought with their heads, in this case):
EKT1mJMXYAI4cBX
 

JarlFrank

I like Thief THIS much
Patron
Joined
Jan 4, 2007
Messages
34,343
Location
KA.DINGIR.RA.KI
Steve gets a Kidney but I don't even get a tag.
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
This is the reason why I think that the text layout of Disco Elysium is a better solution. (At least Disco's devs thought with their heads):
EKT1mJMXYAI4cBX
082-dragonfallscreen02-0-png-jpg.jpg
Yes, you right. Shadowrun did the right thing, before Disco.

Another proof that Pillows of Eternity was just blind cargo cultism that missed the point, copying IE conventions without thinking about them.
Not just them, but any that copied the IE-style dialogue box without understanding why it made sense on smaller 4:3 monitors. They're definitely not the only offender.
 

JarlFrank

I like Thief THIS much
Patron
Joined
Jan 4, 2007
Messages
34,343
Location
KA.DINGIR.RA.KI
Steve gets a Kidney but I don't even get a tag.
This is the reason why I think that the text layout of Disco Elysium is a better solution. (At least Disco's devs thought with their heads):
EKT1mJMXYAI4cBX
082-dragonfallscreen02-0-png-jpg.jpg
Yes, you right. Shadowrun did the right thing, before Disco.

Another proof that Pillows of Eternity was just blind cargo cultism that missed the point, copying IE conventions without thinking about them.
Not just them, but any that copied the IE-style dialogue box without understanding why it made sense on smaller 4:3 monitors. They're definitely not the only offender.

A game that I enjoy playing but where I absolutely hate the way dialogue is presented is Star Traders: Frontiers. Utterly horrible:

dialogue-with-crew.jpg


Fully stretched along the middle of the screen at widescreen resolutions. When you get longer paragraphs of text, it's really bad to read.
 

Alienman

Retro-Fascist
Patron
Joined
Sep 10, 2014
Messages
18,198
Location
Mars
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
"Take off your dress"

What mod are you playing?

( ͡° ͜ʖ ͡°)
 

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