@nvining @cmuratori best case, it would be a great way to educate people on how tech can matter a lot to small games & doesn't = AAA excess.
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Replying to @vectorpoem
@vectorpoem@nvining It is all especially insulting since most indie games I play have _fucking terrible_ programming, even with Unity.1 reply 0 retweets 1 like -
Replying to @cmuratori
@vectorpoem@nvining Like the fucking jump controls on most indie games are from 1974.2 replies 0 retweets 1 like -
Replying to @cmuratori
@cmuratori@vectorpoem@nvining Example? And what's a game with stellar jump controls?2 replies 0 retweets 0 likes -
Replying to @happionlabs
@happionlabs@vectorpoem@nvining Off the top of my head, La Mulana comes to mind for bad, and Braid comes to mind for good.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori@happionlabs@vectorpoem@nvining La-Mulana's jump controls are by design. It's not a lack of know-how.2 replies 0 retweets 0 likes -
Replying to @thetrin
@thetrin@happionlabs@vectorpoem@nvining That's kind of terrifying, assuming we are talking about the same aspects of the jump controls.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori@happionlabs@vectorpoem@nvining Which part would that be?1 reply 0 retweets 0 likes -
Replying to @thetrin
@thetrin@happionlabs@vectorpoem@nvining Edge roll-off, split interpretation of mid-air jump controls (half instant, half apex)...2 replies 0 retweets 1 like
@thetrin @happionlabs @vectorpoem @nvining ... no 2nd-order continuity in mid-air change of jump speed (two 1st-order discontinuities)...
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