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Everything posted by Nappi
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Official Giant Bomb Thread Mostly for Complaining About Dan
Nappi replied to tegan's topic in Idle Banter
Yeah, the name and the teaser seems to imply something like that. That might be really cool as well, because roleplaying as specific characters would create a selfishness vs cooperation situation that is not really present in the game if you are playing on your own.- 1367 replies
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- Drew Scanlon
- Brad Shoemaker
- (and 9 more)
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Official Giant Bomb Thread Mostly for Complaining About Dan
Nappi replied to tegan's topic in Idle Banter
Ooh, ooh! I wonder what this is about. EDIT: Seems to be XCOM: Enemy Within playthrough. This could be really cool!- 1367 replies
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- Drew Scanlon
- Brad Shoemaker
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Twin Peaks Rewatch 47: The Return, Part 12
Nappi replied to Jake's topic in Twin Peaks Rewatch Episodes
My attention may have drifted every now and then during both the Twin Peaks and podcast episodes, but when Chris and Jake said that the show was being coy when Ben Horne asked about "the boy's parents", did you mean that they were trying to avoid saying anything about Richard's parents? Because I thought Ben and the sheriff were talking about the dead kid's parents whose names and whereabouts seem relatively unimportant. Maybe I missed something. Also, this is related to the previous episode, but I think you will find that what one of the Mitchum brothers ripped from the other's forehead was actually a band-aid, and not a scar. David Lynch actually tells a very interesting story from his childhood in the DVD extras of one of his movies where his brother gets mildly injured while they are playing outside, but then a stranger offers him a band-aid, and days later when the band-aid is removed, the wound is healed. -
Twin Peaks Rewatch 47: The Return, Part 12
Nappi replied to Jake's topic in Twin Peaks Rewatch Episodes
Wait, really? Where was this? I just read the book but can't remember this. -
Twin Peaks Rewatch 47: The Return, Part 12
Nappi replied to Jake's topic in Twin Peaks Rewatch Episodes
The Secret History dossier was recovered 17 July 2016 and given to Agent Preston on 4 August 2016. Does any of the episodes reveal when the show takes place? Also, my initial thoughts were that the scene was constructed like that just for the benefit of the people who hadn't read the book. -
Twin Peaks Rewatch 47: The Return, Part 12
Nappi replied to Jake's topic in Twin Peaks Rewatch Episodes
Diane: Ok.. let's see if I can remember the coordinates written on the dead woman's wrist. "Co.. or.. din.. ates... + 2". Nailed it! Sarah Palmer was genuinely scary again. Otherwise this episode was pretty dull, in my opinion, especially after previous week's episode. -
Official Giant Bomb Thread Mostly for Complaining About Dan
Nappi replied to tegan's topic in Idle Banter
Good question. I did bunch of other stuff while the video was playing so I did not pay attention to the "totally normal" thing. I would have preferred to have more than two people commenting on the game. Maybe you are right about the alternating structure, who knows.- 1367 replies
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- Drew Scanlon
- Brad Shoemaker
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Official Giant Bomb Thread Mostly for Complaining About Dan
Nappi replied to tegan's topic in Idle Banter
Sorry.. I was just trying to get a good Walt Disney discussion going.- 1367 replies
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- Drew Scanlon
- Brad Shoemaker
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Official Giant Bomb Thread Mostly for Complaining About Dan
Nappi replied to tegan's topic in Idle Banter
The new Kingdom Hearts series seems like it could be cool.- 1367 replies
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- Drew Scanlon
- Brad Shoemaker
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Important If True 24: Eye Explodes, Brain Expands
Nappi replied to Chris's topic in Important If True Episodes
Chipmunkson16speed is amazing. I love how thick and brutal the sound gets when the songs are slowed down. I feel that bands like Electric Wizard and Sleep would very much approve of the soundscape of My Sharona. -
Official Giant Bomb Thread Mostly for Complaining About Dan
Nappi replied to tegan's topic in Idle Banter
Haha.. amazing! I don't listen to the GB podcasts, so thanks for sharing.- 1367 replies
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- Drew Scanlon
- Brad Shoemaker
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I figured there is a lower chance of me giving up on the project early on if I actually share it with you people. So, here is Orbit Golf (working title) Background and idea I wanted to play around with Unity and tried to come up with a game idea that would not require me to create a lot of 3D resources and would, potentially, be fun to play. At some point I started thinking of Kerbal Space Program and how much I love the part where you have to plan and execute orbital transfers, i.e. accelerate to extend the orbit around the first planet and then decelerate once you are captured by the second planet. I thought it would be a fun idea to make this into its own minigame. The idea of Orbit Golf is to get from the starting planet to the end planet (or black hole) through one or more orbital transfers. The task is made more difficult by stuff like other planets, asteroid belts, solar winds (I'm not aiming for realism here), and so on. The score can be calculated by the amount of maneuvers executed (i.e. how many times you applied delta-v) or by the total amount of delta-v spent. Maybe I will have a per-stage star system for both values. Progress so far This is where I am after three days of playing around with Unity. The visual style is not final. I just quickly whipped up something that I could tolerate during the near-endless debugging phase. I already ditched the Unity physics engine in favor of calculating the velocity and position of the ball manually. I did this because I had serious problems making the actual and drawn orbits match, most likely because it was unclear to me at which point of the cycle the force was applied to the rigidbody. At first, I was worried that the orbits wouldn't be stable due to rounding errors and other problems associated with numerical integration of differential equations, but the method I ended up with (Runge-Kutta 4 for those interested in this kind of stuff) seems to be stable enough for this purpose. If someone wants to wait for tens of minutes to get a slightly better orbit, then whatever. (In the actual stages, the planets will probably not be as close to each other as in the video. Orbits become very hard to manage when several massive objects are this close.) Todo - Add gameplay elements: starting area, hole, scoring, information displays - Produce prefabs for planets and other obstacles - Create a gravitational potential map (almost done) - Come up with a visual style - Optimize the line drawing for long orbits - Adjustments to various parameters to make gameplay feel better
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Yeah, Salmon Run being available every other day (and god I hope they don't ever make it less frequent than that) is a bummer, because that mode is the best. It is not a big issue right now as I'm on a holiday, but after it is over, I will not have time to play Splatoon every day. When I have free time, though, I would definitely want to play some Salmon Run. Also, it was a really pleasant surprise that they mix things up in Salmon Run after a while.
- 342 replies
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Twin Peaks Rewatch 46: The Return, Part 11
Nappi replied to Jake's topic in Twin Peaks Rewatch Episodes
I liked this episode a lot, especially compared with the, in my opinion, relatively dull one last week. I love the direction the Mitchum brothers plot went, even if I'm a bit baffled by what their exit strategy in case they murdered Dougie would have been. Gordon Cole and Albert stuff was great as usual, and seeing Bobby get even more screen time was good. Even if Shelly had bad taste men, her exit during the family drama scene felt really over-the-top and unconvincing to me. Cooper seemed more active in Dougie than ever before when he got to eat that pie, but I'm sure that this means that he will definitely not wake up in the next episode. -
Yeah, Salmon Run is really fun and super hectic! I did not spare much thought for the presentation of the original game, apart from thinking that it looks like "some kids thing". Now that I own the game, I'm constantly wondering what the fuck is going on with the visuals and the music. I love that it is not feel like a direct adaptation of something else, but very much its own thing. Also, being able to remix the background song while waiting for players to join is a fantastic little touch.
- 342 replies
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Official Giant Bomb Thread Mostly for Complaining About Dan
Nappi replied to tegan's topic in Idle Banter
I don't listen to the Giant Bomb podcasts, so I'm probably spared most of the infuriating stuff. With the video content, I am mostly amused by his remarks and revelations, and especially the reaction they get from the rest of the crew. I love the fact that he doesn't have any reservations about asking about stuff that he doesn't know, especially since it occasionally reveals something about the others as well. For example, during one of the Fast and Furious commentaries after Alex had used "4-dimensional chess" for the fifth time to describe a plot where a character was basically occasionally one step ahead of the others, Dan asked him what 4-dimensional chess means and Alex went like "ummm..".- 1367 replies
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- Drew Scanlon
- Brad Shoemaker
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Thanks! I haven't made more progress since the last update because I suddenly became interested in playing video games again. I think the next mechanics milestones are camera controls and either manual or automatic control of playback speed. In my mind the game is quite snappy and fast (although, players can still take their time with the "shots") so I would like to have an option to speed up gameplay during those long orbital transfers. I also need to tweak the physics parameters to make the game more playable. The situation in the video, for example, is very hard to manage because all three planets contribute significantly to the balls acceleration, and without player interaction, the ball will quickly collide with one of the planets. This can be fun for certain stages, but I don't want the entire game to be about chaotic system.
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Thimbleweed Park: A new adventure game from Ron Gilbert & Garry Winnick!
Nappi replied to Tanukitsune's topic in Video Gaming
I finished the game. The puzzles were quite good, I think. The only times I got stuck was for a period of time was when I simply couldn't find an item that was required to solve the actual puzzle. For example, I knew I needed gloves to pick berries, but had no way of knowing that I had to talk to a specific person to obtain tohose (as I had already confirmed that I need to gather the berries myself by discussing with someone else). I feel that the middle portion of the game was better in terms of the 4th wall breaking stuff, but holy shit was the ending not for me. -
Yuup! I never played Splatoon and it did not seem that interesting to me either, but all the praise for the original and the hype for the sequel made me take a closer look at the game. This thing is super fun! I love the fact that I can (feel that) I contribute even if I'm not a super good at shooter games, simply by painting the town purple*. I got used to the controls quite fast, and actually was quite often in the top two for my team, which was nice. I expect this situation to change drastically, as I level up and as other players start to put the hours in, but whatever, for now at least, I'm having a lot more fun than I would ever have expected from a fast-paced multiplayer game. Also, god damn this game looks good! * I'm actually a bit surprised that this game doesn't have an Overwatch-style end-of-the-match highlights for various players' contributions.
- 342 replies
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Well, I couldn't resist buying the game. I played through the first set of single player missions and the controls feel quite comfortable to me already. I still occasionally forget either the right analog stick or the motion controls. Haven't dared to play any multiplayer yet...
- 342 replies
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Important If True 22: Air Bud and the Average Man
Nappi replied to Jake's topic in Important If True Episodes
This series is pretty amazing as well: https://www.sbnation.com/nba-y2k -
Yeah, the motion controls were the issue for me, but I did not play long enough to find out whether it was just a question of getting used to them or whether the analog controls would have been better for me. I did not want to ruin other players matches in the short testfire period by experimenting with the controls.
- 342 replies
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Official Giant Bomb Thread Mostly for Complaining About Dan
Nappi replied to tegan's topic in Idle Banter
I liked Beast in the East. I was interested to see what Yakuza games were like, but knew that I would probably never actually sit down and play one of them, so I found this a good substitute. Giant Bomb crew banter was a nice added bonus. Dan's playstyle did not bother me at all, but then again I don't give a shit if someone is not exploring "the full potential of the combat mechanics" or whatever. He died like once during the entire game, so it is not like you have to watch them try and fail again and again. That playthrough is really long, so if you have no interest in the story, then it may not be for you, but otherwise go ahead.- 1367 replies
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- Drew Scanlon
- Brad Shoemaker
- (and 9 more)
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Thimbleweed Park: A new adventure game from Ron Gilbert & Garry Winnick!
Nappi replied to Tanukitsune's topic in Video Gaming
I decided to finally give this game a try. It feels pretty weird to play an adventure game this "traditional" that I have not beaten several times already. The graphics look much better in motion than as still images. Still not a big fan of the art style for the characters, though. I think using self-contained vignettes to tell parts of the story is a good idea. The gameplay feels surprisingly good, and I like how speedy everything is. I still don't like the verb system, but whatever, I guess - for better or worse - this is supposed to be a nostalgia trip, right. Before I started playing the game, I was worried that the setting would be very bleak and there wouldn't be much room for humor in this game. Having played a couple of hours, I'm praying for the jokes to go away. So far, there have been a couple of really cool atmospheric parts crammed between some of the absolute worst 4th wall breaking / meta humor I have ever witnessed in any media. I'm not sure which would be worse: that Gilbert actually thought this stuff was funny, or that he thought it would be good to undermine the (so far quite interesting) story by inserting a bunch of jokes he knew were bad (and definitely not in a "so bad they are actually good" way). I very nearly stopped playing when one of the characters said "This cut-scenes is starting to get long" or whatever it was. -
Official Giant Bomb Thread Mostly for Complaining About Dan
Nappi replied to tegan's topic in Idle Banter
Now that Giant Bomb East's Yakuza 0 endurance run is over, I'm super excited to see what their next project is (assuming the Super Mario Sunshine run is not the replacement). At some point, I would like to see them get back to Kerbal Space Program. Abby, based on her Twitter avatar, is clearly into space exploration, and Dan would be just helpful in general when it comes to space and astrodynamics. On the other hand, they may want to wait until the KSP expansion pack gets released. It is ridiculous how much more enthusiasm the Giant Bomb East grew seems to have compared with the West. They look like they actually enjoy each other's company and are having a lot of fun, whereas I can imagine that a year from now the Unprofessional Fridays are just the guys playing the same old fighting games and not speaking at all except to compare their energy drink preferences. (I admit that the Star Trek VR thing was pretty fun, though.)- 1367 replies
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- Drew Scanlon
- Brad Shoemaker
- (and 9 more)