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Cool stuff/tricks in video games thread? A lot of interestin

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Cool stuff/tricks in video games thread?
A lot of interesting reads here
https://www.twitter.com/Gaohmee/status/903510060197744640

>In SpecOps we changed stuff in the environment e.g. a billboard suddenly showing Konrads face to make you start questioning your perception.

>In System Shock we made your last bullet do double damage, similar trick to the last bit of health thing

>First shots from an enemy against you in BioShock always missed...that was the design, think it got fully implemented. No "out of blue!"

>Red Faction: Guerrilla
At low alert levels only the nearest few enemies actually fire bullets at you, though further enemies will take note.

>In DmC, off screen enemies slow down or stop their attack patterns, to avoid hits from blindspots + allow players to fight larger numbers

>The first act of Dark Souls ends with the player ringing a huge bell. When playing online, you can actually hear the bell sporadically ring

A lot more to be found in the link.
>>
>In Jak and Dexter the player would "for no reason" trip and fall to give enough time to load the next section off disc.
>>
>XCOM 2 does a ton of this. Miss a lot of shots in a row? An invisible bonus is added to your chances to hit.
XCOM wants you to feel like all odds are against you, and then a soldier hits a life-saving shot in the darkest hour.
>>
>>389212501
I love Dubai in Spec Ops. There's tons of hidden details you'll definitely miss on the first playthrough. And it's simply pretty to look at.
>>
Fuck off with your twitter advert
>>
>In Mass Effect 1 I did some timing on running vs walking the length of the citadel. Exact same times, but feels faster when running.
I wonder if this is the case always
>>
>>389213325
You're retarded
>>
>>389213325
Just wanted to show a thread showing a lot of interesting things that are relayed to Vista. Twitter totally needs advertisement here.
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>>389212501
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Well this is much more applicable to /vr/, but I learned a few things about how older games were made. For example:

The NES was known for flickering sprites, and it could only display 8 of them in a single scanline before they started flickering. The NES could also display up to 64 sprites in total on screen. The reason why so many shooters, like Contra, Gradius, and their derivatives, use flickering sprites for the player bullets but static for the enemy bullets is to alleviate the 8 sprites per line limit, and because the enemy bullets are more important to see than your own. Because of the same 8 sprites per line limit, that explains why so many NES-original games were vertical shooters as opposed to horizontal, much less of a chance to line up bullets and enemies. Recca, another vertical shooter and somewhat of a technical showcase of the aging hardware, utilizes quite a few tricks to work, including flickering half the on-screen sprites so that they still stay within the 64 sprites per frame limit, but give the impression of there being much more on screen.

Also, did you know that there was actually a "bad" shade of black (0F) that Nintendo warned developers to not use, as it could actually damage televisions?
>>
>>389213774
Delete this at once.
>>
>>389213774
I never even noticed there's an animation where the briefcase opens
>>
Maybe it's better to do this thread later tomorrow when Europeans are awake
>>
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It's pretty well known already, but Resident Evil 4 has some interesting tricks with how it manages difficulty. Depending on how well the player is doing in the game will alter the amount of enemies, available ammo, and other parts of the game. Die tons of times during one sequence? The game will reduce the amount of enemies then even restore your health to an extent. Have a shit ton of ammo? You'll get mostly money. A good example of this is in the infamous water room in the castle section of the game. Die once or twice, and the crossbowmen up above will be gone when you restart. It's probably the most obvious since a lot of people die the first time due to so many enemies taking shots at you in some way.

Another, smaller secret is in The Witcher 3. People figured out you could kill cows in one of the first villages of the game for their leather with no real consequence or reaction from villagers. Then, you could sell that leather or whatnot for a decent amount of gold, resetting the cows by resting for a bit. The developers patched the game so that if you tried to do that trick, a giant monster is summoned that kicks your ass. If you somehow manage to kill it, another one is summoned.

The original Fable also had some insane gameplay exploits you could fuck with. For example, you could use the Hero Save mechanic to basically get infinite Silver Keys from quests. The really fun trick though is with the combat multiplier. If you pull back an arrow in Fable, it increases in damage over time. The longer you hold it down, the higher your combat multiplier will be when you hit an enemy with the arrow. So you could literally hold the attack button down to draw an arrow for like 10 minutes, hit an enemy, and get a fucking insane damage multiplier. If you then use one of the experience potions (that gives you experience multiplied by your combat multiplier) you can nearly buy out every single ability in the game.
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>>389214590
I enjoyed reading this stuff so far but I'm about to fall asleep
>>
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I've fought Ludwig in BB like a hundred times and I swear he's programmed to sync with the music sometimes.

If I skip the transformation cutscene, there's about
>>
>>389215625
*There's about thirty seconds of slow music until the second phase theme kicks in.

And I swear he does the explosion attack along with the song. At least half the time
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>>389215525
One final dumb trick in the original Fable is with the bought houses. If you buy a house in one of the cities, you can then upgrade it and place trophies on plaques to increase the house's value. If you own the house, you can add the trophies to the walls, break your own door, then sell the house for some money back. But if you then walk through the now door-less entrance, you can pick up your trophies off the plaques, walk back out, and purchase the house for less than what you sold it for.

If you repeat that, you can get a shit ton of money since you just keep buying it low and selling it high. And all you have to do is punch your door down. Fable is such a goddamn broken game and I love it.
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>>389212720

I do not recall this ever happening or maybe it's been just too long
>>
>>389213774


Look, my mind wasn't ready for this
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>>389213774
>you will never go on an adventure killing zombies with your giant floating briefcase companion
>>
The vending machines in Fallout 4 that have a lone piece of pie in it are based on your luck stat, actually increasing the chances of getting the pie based on that.

Not a great game, but thought that was interesting.
>>
>>389213774
ok im retarded somebody explain this to me.
all i see is the grid floating above the briefcase but thats it
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>>389216216
the animation shows whats inside your inventory
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>>389216216
In the inventory menu, it's just 3D models of everything layered on a giant briefcase behind Leon, with the grid where you sort some items to the side when it needs to be brought over.

It's not a 2D model of anything or a menu really, you basically just get brought into a void with a giant briefcase of all your belongings.
>>
>>389212501

>Yes its so common
>yes very common
>soclever

how did this literal thot get serious responses is beyond me, from devs themselves as it seems
>>
>>389212501
DmC's isn't actually cool at all. The previous games used sound cues to avoid the lack of sight fucking over players.
>>
In splinter cell the game asks you to look at lights around the building, When it tells you to look up it logs whether you attempted it normal or inverted and sets that as your default
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>>389216552
The previous games did the same thing you cockgobbling faggot. You're an example of a person who hates things for no reason except it's part of a game he doesn't like fuck you kill yourself.
>>
>>389216552

No, the previous games used the exact same system, it's even more blatant in 4

If you play a ton of 3 you might think the system doesn't exist because instead of a standard area enemies will attack if a single pixel of their body touches the camera
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In Hollow Knight, the flower you're supposed to bring to the one grave way across the map can actually be given to the Elderbug. You can get another flower no problem, and it gives you some nice dialogue with the Elderbug. Nothing crazy or intricate about the game systems, but it's a neat little feature.
>>
>>389216723

Also speaking of DMC.

In DMC3 Dante's moves get a small buff depending on your style meter, if you're at SSS prop shredder moves faster, charge shots last longer, flicker gets more rotations, other fun stuff like that.
Also a tiny tidbit since Beowulf is blind in his left eye any attempts on the left side of his head is useless, but attacking the right blinds him


in DMC4 Nero's DT ghost gets larger if you have Exceed stocked, and you can use aegis shield to absord damage from blitz. There's a lot of other stuff in DMC but I can't remember all this shit it's been a while and I'm tired of life
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>>389216723
>>389216670
The spiders in 3 scarred me for life on DMD. I concede.
>>
in fallout 4, there are cases where the "targeting HUD" upgrade on eyewear or power armor helmets or eating berry mentats can cause certain npc's that have a chance of being hostile or passive automatically hostile. apparently its because the effect of highlight enemies is actually modified off of the "detect life" magic effect from skyrim/oblivion and it counts as 'hitting" them, causing them to turn hostile
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>>389212501
Go back to (r)eddit
>>
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>>389217442
fun fact:
EVERY bethesda game in the fallout/TES series past morrowind still uses the morrowind engine

bullets in fallout is just reanimated very fast spells going at very fast speeds
the guns magazines are treated similar to stacks of single use scrolls
>>
>>389217693
Didn't iD help Bethesda with Fallout 4's gunplay? Imagine what was going through those programmer's minds when they saw that code
>>
>>389217913
>Imagine what was going through those programmer's minds when they saw that code
"if we got that old kook's dumb megatexture idea running on the PS3 we can probably manage this"
>>
>In Gears, found out 90% of first time players don't play a second multiplayer match if they don't get a kill. That first game's important...
>So we started you off with some major advantages (like additional damage bonuses) that tapered off with your first few kills.
wow
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>>389217913
oh god i feel bad for them now
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>>389218108
>old kook wants to add in another hut in the middle of nowhere "because it felt empty"
>have to redo both the entire mega texture now and MAYBE the entire world
>>
>>389218108
>>389218467
What are you guys talking about?
>>
>>389216649
that's pretty interesting if true. i consider myself a die hard splinter cell fan and i've never heard about that.
>>
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>>389218678
RAGE
with its stupid megatexture

>texture is mapped to coordinates in the world
>you cant add anything to the world without breaking the texture of EVERYTHING

>capcha cabanne
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playing with the camera in TTYD
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>>389216649
that is smart
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>>389218984
For what purpose?
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>>389218984
This is the chapter start screen zoomed out a whole lot. Turns out the background effect is encapsulated inside a gigantic mask or something.

I think it's the same overlay as when you get an item that toadette has to explain for you. They just scaled it up a billion times so you don't see the edges on the screen.
>>
>>389219015
>those names
>>
The 12-unit selection for Starcraft was not a limitation of their engine, but a design choice to make the game more fun.
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>>389219357
>>
>>389217693
>>389217913
It just works.
>>
>>389219357
>try to save space by reducing textures
>wind up spending more space holding a karmack level size of a texture
>>
>>389213984
>Also, did you know that there was actually a "bad" shade of black (0F) that Nintendo warned developers to not use, as it could actually damage televisions?
Elaborate.
>>
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>>389219717


The actual background texture is just a tiled polka-dot pattern. No idea why it's gotta be inside the star thing. Maybe it's just a reused set of objects to save time?
>>
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>>389219960
kill me mario
>>
>>389219357
Rick?
>>
>>389220168
>i must kek
>but i have no face!
>>
>>389216649
pretty sure halo did the same thing
>>
I can't imagine this is news but I've never heard anyone talk about it.

Ever since Smash Bros Melee you could aim your forward smash slightly up or down while charging depending on the character. I dunno if it changes hitboxes or anything.
>>
>>389218678
The id software game "RAGE" was the debut of a revolutionary new method of texturing thought up by Carmack called "megatexturing", where the entire map uses one giant texture (which is sliced into small pieces so that you only need to load what's on screen into VRAM). The idea is that this eliminates games feeling unnatural by having tiling or repetitive textures by having a unique texture for every surface.
Unfortunately, this early implementation had the side effect of looking unnatural because the texture resolution was complete fucking garbage, and because the specs meant lighting and shadows needed to be baked into those low-resolution textures, and because the VRAM limit meant maps had to be designed around making sure the texture budget wasn't exceeded, and I could go on and on and on and on...
Here's a fun anecdote to explain why it was a retarded idea: there's a town in the game called Wellspring. It's got a really strange layout that's basically squares attached by corridors, but one area that particularly stands out is the wall that extends out into a weird looking shop front that's right in front of an alleyway. Well, that wall/shopfront has a story behind it: it turns out that if you looked down the alley while standing in one of those squares, you'd exceed the PS3's 256MB of VRAM. There was no way to optimize to avoid this, so they simply put a wall there to break line of sight. That little anecdote there is emblematic of RAGE's development ideas.
>>
>>389217693
>bullets in fallout is just reanimated very fast spells going at very fast speeds
>the guns magazines are treated similar to stacks of single use scrolls
People make out like this is a terrible thing but anyone who knows anything about software development knows there is literally nothing wrong with this at all. This is EXACTLY how smart coding is done.

>EVERY bethesda game in the fallout/TES series past morrowind still uses the morrowind engine
And take this shit. Yes, Bethesda has built on the engine they created for Morrowind for every game they have released since then but saying that Skyrim uses the "Morrowind engine" is akin to saying Half Life 2 uses the "Quake engine" since Source is also just iterative builds on that originating engine.

If you don't know a fucking thing about software development it's probably wise to not opine on the subject.
>>
>>389220330
It does! You can prove it to yourself in Smash 4 using Shulk. Dangle someone on the ledge and forward smash. It'll only poke them if you angle downwards!
>>
You can one hit kill the forest haven boss in Wind Wind waker by pouring forest spring water on it.
>>
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>>389220510
>mfw i beat a turtling jap pit online by doing exactly this
>>
>>389216649
MGSV does this at the beginning.
>>
This twitter person talks like a bot
>>
Damn, I wish I retained some neat info to relay here. Good thread.
>>
>>389220509
>This is EXACTLY how smart coding is done.
No, that's how unmaintainable and lazy coding is done. Using hack methods (hack as in a 'clever' way of solving a problem) will only cause headaches down the line.

t. software engineer undergrad who's had to refactor shitty code like this in many projects
>>
>>389220537
holy shit
>>
>>389220509
hitscan for bullet based weapons

proj for plasma / launchers / etc
>>
>>389216380
>the briefcase screen wasn't 2D
wow you totally blew my mind
>>
>>389221148

Are you fucking serious? You think it makes more sense to individually hard code every single different type of projectile rather than creating a generic projectile and just allowing it to have configurable aspects like speed, on hit effect, etc.?

There are two different types of projectiles in Bethesda's engine; physics affected, e.g. arrows, and non-physics affected, e.g. firebolts. Every specific type of projectile is just one of those configured to behave in a certain way. There is literally nothing wrong with this implementation. Absolutely nothing. If you think otherwise you are a fucking moron.

>undergrad
Oh, you are a moron.
>>
>>389221148
>undergrad
LOL
>>
>>389213365
The wonders of shaking the screen and increasing FOV
>>
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>>389221148
>blundergrad
>>
>>389212501
>reading twitter
how the fuck do people read this shit, better yet why the fuck would anyone publish anything of value on it
shit's layout is worse than Reddit. gets my goat whenever some dumb ass motherfucker segments a message into smaller posts because they want to use twitter as something more than a "haha funny joke" or status update feed.
just my twenty cents, nyiggas.
>>
>>389213365
For whatever reason, in ME1 sprinting only actually increasing your speed during combat. Makes me wonder why they didn't just remove the ability to spint out of combat when it doesn't actually do anything but make it look like you're sprinting.
>>
>>389221996
Because then everyone would cry about not being able to sprint outside of combat.
First rule of video games. People always want to move faster when they're walking around.
>>
>>389221996
same reason why 343 made H5's maps FUCK huge

even the older halo maps was scaled 2x original size

> feeling of going fast > going fast
>>
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>>389213365
I knew i wasn't fucking crazy, someone's getting punched next time i see him.
>>
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>>389212501
In Halo the Halo was actually tiny and you could glitch out of the pillar of autumn and walk up to it. There was even a prompt to "press x to flip <insert string entry here>"

It only looked big because of perspective tricks.
>>
>>389222139
>press X
>ring flips
>suddenly in austrailia
>pillar of autumn is also upside down
>everyone is walking on their heads
>>
>>389221148
This guy's right.

The only reason you use a hack like this is if you're either too lazy to do it properly, or don't know how to do it properly. Neither case is good.

>>389221757
>>389221545
>>389221937
Actual children
>>
>>389220815

I know this because I fucked around and tried to look down when I was told to look up. I had to deal with like 20 minutes of the game before options were available to change it.
>>
>>389222303

It's not a "hack", you idiot. It's OOP.
>>
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>>389222629
>>
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i need eye bleach after @389222629
>>
>had auto update on
>still missed it
Fireden lets me see your shame, fool. Don't you ever come round again.
>>
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>>389222807
here u go
>>
>>389223014
strangely this picture is making me want to go buy bethesda credits
>>
>>389216068
Cool really? I always thought it was just rng
>>
>>389222807
>>389222681
What was it
>>
>>389223306
just an idiot
>>
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>>389223083
you'd best do that AND DON'T TORRENT MY CREATION CLUB CONTENT I WORKED SO HARD ON AAAAAAA
>>
Half life 2 had some great ai
https://youtu.be/e0WqAmuSXEQ
>>
>>389212501
>In DmC, off screen enemies slow down or stop their attack patterns
this is a thing in MGR/bayonetta probably nier too basically if an enemy is not inside the viewport it won't attack at all even if its positioned right next to the character
>>
In the Suikoden games, if you're walking straight the game will have less encounters, if you're zigzagging it will spawn more encounters.

Because if you're zigzagging the game assumes you're grinding.
>>
>>389224532

That's neat, I'm actually in the middle of replaying 1 and I'll be moving onto 2 afterwards. That's useful to know for when I'm levelling/gearing characters for the Luca fight
>>
>>389222303
not an argument
Thread posts: 101
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