I think it's hard for me to explain what specifically reads as "game-y" though; JoJo has a lot of fights between characters with abstract powers, but the series predates online gaming by a lot.
Posts by GunTurtle
I agree. Isekai is definitely a good example, but I feel like there's a general trend of video game-inspired action in post-2000 manga/anime; fights in late Hunter x Hunter have a focus on ability cooldowns and status effects that reads similar to how people talk about MMOs or MOBAs now.
Togashi's work is interesting because it follows a very clear martial arts->games trajectory. Early Yu Yu Hakusho is about a guy going into the mountains and learning martial arts from a wise old master; Hunter X Hunter is about a kid getting trapped in a video game and grinding for 100 levels.
Kinda curious about what the history of video game influences on action manga/anime looks like. I feel like there's a lot of martial arts movie-adjacent tropes that have been replaced by more game-y ideas, but a lot of that must be confirmation bias.
I remember "Cells at Work" being popular a few years ago. It was an edutainment anime about anthropomorphic immune system cells getting in violent brawls with viruses.
The amount of pop science in shonen manga/anime has me kinda curious about whether edutainment is underutilized for teen demographics. Satoru Gojo can explain to 13 year olds what an asymptote is, could he explain derivatives?
Fascinated by the horrible world of linux audio drivers. Fifteen standards for writing numbers to a buffer.
JJK S3 finale was awesome. Genuinely love how in-your face the show's CGI sequences are, lots of very artificial demoscene-ish effects- it's a good contrast with some of the more loose/expressionistic 2D animation in the series.
I was kinda lukewarm on Fire Punch because the last ~30 chapters are just about the main guy being sad and making terrible choices, without any good supporting characters. Kinda maddening seeing Chainsaw Man have a similar conclusion but 3 times as long and with even weaker characters.
Chainsaw man over. I think the ending is interesting, but it would be better if the past 100 chapters of the series were fun to read.
It's a little frustrating to have so many subtitles during these sequences, but I don't think it's strictly a localization issue (unlike scenes with a lot of on-screen text in S3E2/E3). If these exposition dumps were read in english I don't think I'd really absorb them either.
Kinda curious why Jujutsu Kaisen S3 has so much narration over its biggest action cuts. I don't think I've seen a single action anime that does this so much.
I am so good at finding closure-related memory corruption errors in Nim.
The CICADAMATA demo is good. Generally not huge on combo meter games but this one's fun, benefits a lot from how short the levels are. Took a minute to figure out the way to get high scores is to attack an enemy as much as possible without killing it rather than just shooting it in the face.
Every project written in Nim is heavily dependent on 'fieldPairs', a standard library macro with very little documentation besides this ominous warning: "Has a bug that affects symbol binding in the loop body."
JJK S3 good this week. The rotoscope sequence is clever, very impressed by how varied the show's dialogue-heavy scenes are.
"Battle" (300 chars)
Feint. Swing. Parry. Riposte. Repeat.
Without a wielder, the blade repeated its last commands until there was nothing left.
#postcart #pixel_dailies #screenshotsaturday
@pixeldailies.bsky.social
When I watch Kill Bill I think "this is boring and derivative". When I watch an anime series called "Sorcery Fight" copy Kill Bill shot-for-shot I think "this is the coolest thing ever"
?"\^!5f102395<>8?11:6⬇️=>7"
::_::cls()x=64y=64m=1n=0s=2^(cos(t()/8)*4+1)for i=1,18do
u=(x-64)*s+64v=(y-64)*s+64
clip(u\1,v\1,m*s+1,m*s+1)
q=circfill
q(0,0,∧,i%8+8)
o={0,0,m,m}j=i%4+1k=(i+1)%4+1p={-n,-n-m,0,m}
q(u+o[j]*s,v+o[k]*s,m*s,i%8)
x+=p[j]
y+=p[k]
m,n=m+n,m
end
flip()goto _
A Short Bike is now on the Lexaloffle BBS.
www.lexaloffle.com/bbs/?tid=154...
#picotron #gamedev #indiedev
wondering what the pluribus hivemind's storage partitioning looks like. Does it maintain every person on earth's memories or are people that carol would never meet just being overwritten as databases for food inventory
JJK S3 preview is very good. Pulls a lot of interesting ideas from exposition-heavy material (the will reading scene with the swaying ceiling light is cool). Lots of clever uses of 3DCG, I really liked the bridge sequence. Giggling and clapping whenever Gosso does a weird fisheye shot.
I see a lot of game developers grumble about how "metroidvania" or "roguelike" are bad genre descriptors, but I feel like "wizardrylike" would be a way more coherent descriptor for games with character sheets and turn-based combat than "role playing game".
Doom is a JRPG
1. a simplified highly derived form of ultima and wizardry
2. damage calculations and enemy behaviours are all determined by dice rolls
3. a straightforward power progression structure over complex character building
From: Tchou-Tchou (1972), dir. Co Hoedeman, National Film Board of Canada
"100 Meters" by Kenji Iwaisawa (On-Gaku) is coming to Netflix on December 31.
www.netflix.com/title/81785821
Did the lab rats in Pluribus get their own hive mind or does everybody on earth have a dozen rodents squeaking in their heads
Started watching Prehistoric Planet. Very impressive CGI creatures, but it's a kinda lousy documentary. If you have Attenborough narrating an animation of a pack of T Rex swimming in the ocean you should follow it up with 10 minutes of Paleontologists explaining their reasoning for it.
Game developers need to stop making 3D platformers with twin stick controllers in mind. Video game genre entirely about lining up your camera and then holding forward + jump and the "normal" input for them is the one where you need to wait for the camera to point the direction you want.