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T-Pac

Graphics Team
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Posts posted by T-Pac

  1. 2 hours ago, fcgamer said:

    This is kind of how I feel about it, especially as time has become more limited. 

    Yeah - it's definitely not the right approach for everyone, but it's the best for me. 

    Some people prefer to dedicate a lot of time to a small number of games, truly beating and mastering them. Whereas I find more satisfaction in dedicating a smaller amount of time to a larger number of games, using "cheats" to fully experience what they have to offer without the goal of mastery. (At least in most cases.)

    [T-Pac]

    • Agree 1
  2. All turbo all the time. Especially for shoot-em-ups.

    I've grown past my personal qualms about "cheating" through a game. If it makes the experience more fun and less frustrating, I'm all in!

    (Although admittedly, being accustomed to autofire all the time makes it hard to re-acclimate to games with charge-shots where you can't play properly with turbo - like R-Type.)

    [T-Pac]

    • Like 2
  3. image.png.e3011fade7c5c15bef6c82d457612a49.png

    Finished Reading The Beauty of Everyday Things by Soetsu Yanagi.

    Spoiler

    When I picked this book up, I was expecting an interesting discourse on the evolution of functional design in all sorts of unassuming, essential items from microwave ovens to mittens. But instead, I got a series of essays lauding Japanese folk crafts - most notably ceramics, textiles, prints, and sculptures. Soetsu Yanagi is a museum curator with an overwhelming enthusiasm and almost spiritual respect for these handicrafts - almost to the point of disdain towards what would more readily be recognized as individualistic art. He asserts that the magnificence of woodblock prints, tea ceremony utensils, etc., lies in the marriage of utility, craft expertise, and the natural foundations of the work. He places a great emphasis on crafting to the strengths of the medium, so to speak - rather than defiantly forcing a standard of perfection that fights the natural process.
    I respect Yanagi’s sentiments and admire his reverence for handicrafts, yet I can’t help but disagree with a lot of his philosophies on art, if only because his reflections border on an off-putting pretentiousness stemming from the blanket objectivity in many of his statements. 
    But there are two ideas here that I definitely fall in-line with. First, Yanagi is ardent in the claim that analytical valuation of art is useless without an instinctual appreciation taking precedence. And second, he lauds patterns as a supremely appealing functional and decorative asset to handicrafts. This is because, as Yanagi views it, we perceive nature in patterns - so a good pattern reflects the beauty of nature in a way that appeals to our human disposition in viewing the world.
    Although I may not share Yanagi’s aesthetic sensibilities as far as handicrafts are concerned, I can definitely learn from his love for underappreciated art and apply it to my own tastes and experiences. I’ve always praised utility, but now I hope to find the beauty in those unassuming objects which bring that utility to fruition. 

    [T-Pac]

    • Like 1
  4. 22 hours ago, RH said:

    Ah man, do they have you drawing in a spare closet? I noticed everyone else had decorated desks and your contribution was... an eraser?!

    Nah, I'm not picking on you, but I did find that curious.

    I'm a minimalist haha. Cluttered desk = cluttered mind.

    What does your workspace look like?

    [T-Pac]

  5. I'm pretty sure everyone who started collecting before 2019 has seen some significant appreciation in their games' values.

    But what always strikes me the most isn't the high-end stuff that has continued to trend up ... but the popular common stuff that's pretty valuable all of a sudden. Games you wouldn't expect to be worth much, since they're staples that everybody seems to have already, and there were sooo many of them produced due to their popularity - and yet their prices keep inflating. Probably because their "staple status" makes them must-haves for all newcomers to the classic gaming scene.

    [T-Pac]

    • Like 1
    • Agree 1
  6. On 6/6/2024 at 7:34 PM, ThePhleo said:

    What about aesthetic?

    I think as an animator you know what I'm talking about, and since you're in the industry you probably can't express your feelings even 100% truthfully since it's the current "in vogue" style...

    But I absolutely, undeniably, despise the "Jelly Bean" style that's seeping into the indie game scene. I like to call it the "Steven Universe" effect.

    I'd love a discussion on video game aesthetics. Some people have even brought up aesthetic elements here, like anime art-styles and cel-shading - but considering the confusion around theme vs. genre vs. aesthetic, I'm ... uh ... not too confident there would be a coherent conversation there.

    Also - I love the JellyBean style haha! I can see how oversaturation would ruin it for a lot of people, though - like how oversaturation ruined the anime style for me (I won't go into it here, but I have a lot of mixed feelings about anime in general).

    [T-Pac]

  7. I've been ruminating on my "dream game" / "perfect game" for a while now, and this was a good incentive to actually make some mockup artwork.

    So the game is called "Zapparatus", and it's for the Game Boy.

    image.png.2868690e68efc0166e3f60373d30f028.png

    You play as a robot called Zap10, and you make your way through a bunch of bio-horror style settings.

    There are 3-5 levels (ideally, the total playtime from start to finish would be around 15 minutes - short and sweet).

    Each level has 3 phases:

    A ) Auto-Runner Phase
    Here, the screen scrolls automatically and your only controls are a double-jump, so it's all about nailing the timing and power of each jump to clear obstacles and maneuver through hazards.

    image.png.506e43deac4d28c060b2a27916713a8b.png

    B ) Shoot-Em-Up Phase
    This follows a standard horizontal shooter formula, with a strategy emphasis. I don't think there would be any powerups, so everything is designed around the standard blaster. Straightforward mechanics, but with fun set-pieces like laser gates and stuff.

    image.png.10093a5a1caf15fa9808a74e50ca4be9.png

    C ) Block-Pusher Phase
    The boss fight of each level is actually a block-pushing puzzler. You just have to get the correct block into the black-holes to gain access to the boss and blast it away.

    image.png.4a2e695451eb0977e6350db080cf23a6.png

    The top of the screen shows which level and phase you're on, as well as the corresponding password to pick up where you left off. You get unlimited continues, too. Very forgiving.

    More to come soon, probably. I'm having a lot of fun conceptualizing this haha.

    [T-Pac]

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    • Wow! 3
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  8. T-Pac Arcade : Down Load [NEC PC Engine - 1990]

    I was expecting this game to be a lot more epic, considering how people relate it to Akira all the time. But it was still a fun shoot-em-up with an interesting weapon-system.

    Also pretty happy with how the drawing turned-out for this one.

    [T-Pac]

    image.png.8671979fb427e828f0ea0085448e9e70.png

    • Like 3
  9. Guys ... genres and gameplay elements are NOT "themes" haha (at least not in the sense I'm referring to in this topic).

    A theme in video games is like the aesthetic coat of paint on top of a given genre. Fantasy, sci-fi, western, noir, mythological, etc. 

    For example, whether or not you like arctic stuff as a theme is unrelated to whether or not you like ice-physics in the game.

    [T-Pac]

    • Love 2
    • Agree 1
  10. For a while I thought I was the only one who avoided certain games just based on their theme, but a few recent comments from users in other threads have made me realize I'm not alone here.

    So what themes / aesthetics do you dislike in games? And does it keep you from playing those games altogether?

    For example - I absolutely love shoot-em-ups, but I absolutely hate military-themed games. So I've never even touched stuff like 1942 or UN Squadron, even if they're highly regarded.

    [T-Pac]

  11. So I've officially admitted defeat on Boulder Dash [NES].

    I wanted to like it sooo bad, but I just found the gameplay too frustrating. And knowing I'd never manage all 4 loops (even with save-states), I wrote it off and sold it to my local game store. And while that "technically" means I cleared it from my backlog in a sense, I'm gonna replace it with another game for my 2024 list. Probably Wrecking Crew [FC] since it's similar, but no promises on that.

    [T-Pac]

    • Like 1
  12. On 6/2/2024 at 6:22 PM, Philosoraptor said:

    I have to say, I've been really enjoying the videos you make. I dig your sense of humor, and it's cool seeing both the gameplay and your art on screen at the same time. I haven't seen another creator or reviewer do anything like it. Most of all, I keep clicking play for your perspective on each game and how much fun you actually seem to have with them. I honestly struggle to find much enjoyment in games on consoles older than the NES, but you've helped me understand why they were as beloved as they were and are. Keep up the good work!

    Thanks, dude! Feels good to know you still watch the videos I make for games that aren't in your wheelhouse. I've actually wondered how many people just skip all the ones that aren't NES games haha.

    [T-Pac]

    • Haha 1
  13. On 6/3/2024 at 10:05 AM, RH said:

    As someone who's not much of an Atari guy, I have to say I was impressed with what the devs pulled off on that one. I was actually intrigued enough to consider picking up a copy and giving it a try myself (unless this is an expensive one.)

    I'd only recommend it if you're interested in the novelty more than the gameplay. It's one of those titles that looks like a lot of fun in videos, but isn't nearly as functional when you're actually playing it.

    And while Moonsweeper IS technically impressive for the 2600, it's also worth noting the 1983 release date - so stuff like early Famicom games were already contemporaries by that point, too.

    I don't mean to knock the game too hard, though. I still like it, and you should still check it out if you're inclined.

    [T-Pac]

    • Thanks 1
    • Agree 1
  14. T-Pac Arcade : Moonsweeper [Atari 2600 - 1983]

    Not my favorite Imagic game (and certainly not the most functional), but still worth my time. I mean, it IS a space-shooter, after all.

    [T-Pac]

    image.png.43ebf3bcd7df6c128bee95b2617f07e7.png

    • Like 1
    • Love 1
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