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Screenshot thread

Sigourn

uooh afficionado
Joined
Feb 6, 2016
Messages
5,766
Kyuuyaku Megami Tensei
I really can't decide if I like or dislike that filter you're using. I assume you messed around with a bunch of them?

I've messed with a bunch but this is the only one I like. I could use less bloom, but overall it makes pixels less blocky without resorting to very artificial scanlines.

What's interesting is that if you downscale the image:

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You get a very CRT-like image, with the artifacts completely obscured but the effect still remaining (softened image, look at how you aren't able to pinpoint pixels in "NEW MOON" for instance.

They certainly are nostalgia inducing!

It's a shame I can't run these filters on games outside of RetroArch. I would love to play Fallout or the Infinity Engine games like this. As it is, I had to play them in vanilla resolution, windowed mode, just to avoid ugly upscaling.
 
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Sigourn

uooh afficionado
Joined
Feb 6, 2016
Messages
5,766
JarlFrank It's Kyuuyaku Megami Tensei for the Super Famicom, a remake of the first two Megami Tensei games for the Famicom. The game in the screenshots is Megami Tensei II.
 

Sigourn

uooh afficionado
Joined
Feb 6, 2016
Messages
5,766
It's funny that a young (17?) punk like Sigourn can be more nostalgic than a relic of past like me. Or is it the search for the pure and original experience?

I'm 26, 27 in a couple of months.
I like shaders because I have a CRT and know that what I see in emulators isn't what I used to see on my TV. Shaders may not be perfect, but it's better than having the bare pixels.
 

Grauken

Arcane
Joined
Mar 22, 2013
Messages
13,329
It's funny that a young (17?) punk like Sigourn can be more nostalgic than a relic of past like me. Or is it the search for the pure and original experience?

I'm 26, 27 in a couple of months.
I like shaders because I have a CRT and know that what I see in emulators isn't what I used to see on my TV. Shaders may not be perfect, but it's better than having the bare pixels.

What filter are you using in retroarch?
 

Sigourn

uooh afficionado
Joined
Feb 6, 2016
Messages
5,766
What filter are you using in retroarch?

CRT-Royale

The most annoying thing about it is the bloom when it comes to white text. Other than that it's just a matter of getting used to it. I like it because it keeps the image sharp compared to other filters, and paradoxically CRTs have very sharp images in spite of "blurring out" pixels.
 

CryptRat

Arcane
Developer
Joined
Sep 10, 2014
Messages
3,625
Hearkenwold (the screenshots are from the part in the Halls of Hamhock).

Few games feel as much as a true D&D campaign as this game, the world buliding and writing are top notch.
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Brogue

This game is so great, every mechanism works perfectly, every type of enemy or item feels unique (expect for rare and powerful templates), consumables are useful and neither too sparse nor too abundant, a lot of situations can be tricky unlike games with trash mobs and boss fights and the learning curve is big from dying to goblin conjurers and ogres to manage to deal with krakens and liches.
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Tangledeep

The game is pretty alright. The music is as good as the graphics. There is a decent amount of content (classes, skills, items and item properties, enemy types). I like the optional dungeons to upgrade items. Some side quests can be fun because of they can be failed. I'm not fan of the abundance and constant need of healing consumables, and item fever was never my favourite type of itemization, and if there are some different items and item properties I would not say it's remarkable either. I'm not particularly fan of monster template (a monster which summons pets is just like another monster which summons pet, its main type does not really matters anymore), that said you fight a lot of champions during the game and these fights are often fun, there are trash encounters but it could be worse. The game is easy, I don't think the game was ever intended to be replayed a lot, I would not say it's completely brain dead though', you need to use your abilities as well as the occasionnal scroll of teleportation to survive. There's a not very high level cap which makes grinding eventually useless (there are more small features discouraging grinding) which is cool. I think it's a no-brainer if you like rogue-likes and really care about production values, but even if you don't care I still think it's an OK game.
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Metaphobia
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You really should not look further if you intend to play the game, the screenshots reveal the full story. The game is worth giving a try if you like dark investigation stories and don't care that much that the game is very linear (one puzzle after another), it's free by the way.
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The Red Knight

Erudite
Joined
Apr 18, 2017
Messages
485
While I'm at board games, here's two more you haven't heard of:

Samurai Blades: On Deadly Ground
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Cry Havoc: Test of Faith
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(both can be windowed - toggled with F4 - if the stretching bothers you)
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Two adaptations of Cry Havoc board game and its expansion Samurai Blades. You can play against AI or a human opponent, and CH also lets you play online (but I have no idea if this mode works nowadays).

Both share several battle maps (with SB also having big maps being combinations of three normal ones, and a Castle map with more complex walls/obstacles), but available units are different - SB has Japanese-themed units (samurais, ninjas, monks) and more of them than in case of CH's European medieval army. Overall, there's just enough variety in them not to get boring too fast.

You create scenarios by placing units on one of available maps (no limits as to where they can be placed but you can set point cost limits for both sides). Units come in several categories and each one has several level tiers that affect their stats and point cost. There's no HP, hit units instead either lose some movement points on dodging, get wounded (lowered stats), stunned (temporarily can't act) or just die. Ranged units can't shoot through forest hexes and walls, and mounted units can't cross some hex types. Most units can move quite far so flanking is possible (although AI seems to only use it accidentally and prefers closest targets).

SB has each player's turn split into shooting-movement-shooting-melee phases, in that order (which makes archers quite powerful). CH modifies boardgame's rules and there's one shooting phase, movement phase (crossbowmen can't shoot and move in the same turn), melee phase, and a cool addition of defensive shot phase where each ranged unit targets a hex and if opponent's unit moves into it during his turn, it will provoke a free shot from the ranged unit (the AI uses it too).

Quality-wise, CH's units and UI look better; SB is more zoomed out and unit sprites are smaller, which makes it harder to tell them apart from each other and from some backgrounds. I prefer persistent dead bodies of SB though (it's nice to see all the casualties after the battle ends), which the author removed in CH "to improve visibility". CH also has useful hotkey additions and the AI seems a bit smarter in it. There are some basic sounds (step sounds for each hex move can get annoying) and music-wise it's some medieval prayer for CH and FF6's overworld theme for SB (lol).

As a side note, CH's maps consist of .BMP and .MAP files (SB's are hardcoded), and the latter is a plain text file so if someone would bother deciphering what the numbers in it mean, new maps could be created for it.


To make them compatible with modern OSes you have to use the conversion utility linked at the end of this article:
https://help.yoyogames.com/hc/en-us/articles/216753218-Troubleshooting-Legacy-GameMaker
 

Beowulf

Arcane
Joined
Mar 2, 2015
Messages
2,036
It is better to die for the Emperor than to live for yourself.

D226042DAFB11ACE1E02BAC6FC7DC4337CA22E5F


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A pity this game suffered the usual Focus release cycle - released in a poor technical state, got bad reviews, rather ignored both by the players and journos alike.

But they managed to push fixes into grand patch and re-released it it as Enhanced Edition (good move, as a separate entry is reviewed separately).
 

Strange Fellow

Peculiar
Patron
Joined
Jun 21, 2018
Messages
4,241
Steve gets a Kidney but I don't even get a tag.
Some enemies of the Superhero League of Hoboken:
Is it any good?
I'm liking it a fair bit so far. Obviously it's no grognard's CRPG, but the RPG and adventure game elements go together well, and the humour works for me (love Steve Meretzky). Combat is simplistic, as is the top-down Ultima-style exploration, but it has some clever twists, like Tropical Oil Man's superpower "Increase Foe's Cholesterol" being a great damage dealer but having no effect on non-biological enemies, traversing water squares requiring the "Really Good at Treading Water" superpower which can be attained through consuming special items or learning it from a hidden-away trainer, single-use Power Pills that allow you to traverse hilly terrain but expire at the next rest, etc. It combines well with the "put-thing-on-other-thing" adventure game loop through which you complete quests and advance the story. Definitely worth a look if the concept/setting sounds appealing.
 

eXalted

Arcane
Joined
Dec 16, 2014
Messages
1,234
Looks like Timothy Duncan storyfaggotry. Sander's Folly? Great map despite the excessive verbiage.
Sander's Folly, yes. First time playing a fan-made scenario (been only playing the scenarios that come with Heroes III + HotA on Hard). Really impressed by some of the gimmicks used in there regardless of the limitations of the Heroes 3 editor. Do you recommend it as a first map for a "beginner" like me?
 

octavius

Arcane
Patron
Joined
Aug 4, 2007
Messages
19,774
Location
Bjørgvin
Sander's Folly, yes. First time playing a fan-made scenario (been only playing the scenarios that come with Heroes III + HotA on Hard). Really impressed by some of the gimmicks used in there regardless of the limitations of the Heroes 3 editor. Do you recommend it as a first map for a "beginner" like me?

Difficulty wise it should not be a problem. But it will make most other maps seem like hack work.
 

octavius

Arcane
Patron
Joined
Aug 4, 2007
Messages
19,774
Location
Bjørgvin
... it will make most other maps seem like hack work.
This is even worse. Had this with NWN modules. I guess I will play some other maps before that then.

:negative:

I can recommend the following, listed in chronological order:
The Pride Trilogy (Titanic Pride, Angelic Pride and Titanic Pride). Very good, XL maps
Goldheart. More Duncan storyfaggotry combined with excellent design.
The Lord of War. Very good and infamous battle map.
Bug Hunt. Very much content in medium map. Open, but not dynamic.
Sleeper. Very good. Lots to explore, tough enemies, semi-open but not dynamic.
Corruption. Nice storyfag map. Prose is better than that of Timothy Duncan. Somewhat confusing what you were supposed to do.
Hail to the King. Nice storyfag map. Prose is better than that of Timothy Duncan. Very linear and static.
Reavers of the North. Epic map based on Norse mythology and European middle ages.
Redbeak's Revenge. Very nice. Quite hard and "busy", maybe too much since there's not time to do side quests.
Sentinal Recognition. Fun little map, with lots of content
Shar's War. Very linear, extremely nauseating storyfaggotry, but still enjoyable. Final battle far too easy.
Unification of Rife Campaign. Very good, but third map ended abruptly and fourth map didn't end.
Amaranth Soul Shift. Very nice quest map
Fairy Tales. Very nice quest map. Very well balanced.
The Imp. Nice little quest map.
 
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