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Cake day: June 23rd, 2025

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  • To be completely fair, I’ve had two fail on me over the years. They tend to get flickery on warm colors or sometimes have a color fail entirely. One was a Gen 1 bulb and the other was the Bloom (or Iris? Can’t remember which). The bulk was in a small enclosed fixture and the Bloom was on a windowsill that got a lot of sun; so probably heat issues for both.

    But I have 23 total and many of those are 8+ years old at this point, one of which was exclusively used outdoors in temps ranging from -10F to 100F





  • The problem with “old difficulty” was that in arcades especially, and even on consoles by way of the industry being smaller and the same people working on both, were designed around quarter-munching.

    Stuff was hard to get people to pay up.

    I would have preferred modern ideas like bosses are hard because you have to learn their patterns- and to be clear, this is also present - but also the feeling that I’m not strong enough to do anything more than chip damage is a bit annoying.

    I think there’s validity in all the arguments I’ve seen people making; but at the same time I’m glad the game’s not easy. I just don’t know if it always needs to be punishing through frustration.

    (The thing that pisses me off the most are those

    Tap for spoiler

    Red flower buds you need to pogo off of. Do they REALLY need to be over spikes every time? Does my downward thrust really need to be at an angle to bounce off them?? I started out being ok with that movement and I’ve never regressed so fast or so hard at anything in a game before. I swear I’ve lost more lives and to that than bosses; and by the game’s very nature that means a run back every time! Ugh!

    So that’s why I say there’s a difference between “tricky” hard and “annoying” hard.







  • 4am@lemmy.ziptoGaming@lemmy.worldTeam Cherry winning
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    5 days ago

    A lot of 2d games are done in 3d engines these days anyway, because it gives “free” parallax, depth buffering and masking, hardware accelerated compositing etc.

    So it’s all the work of hand-drawing animation frames with all the complexity of rigging and mapping in 3d.

    Enter the Gungeon and the Shovel Knight series are two examples that come to mind.