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  #31  
Old 01-25-2015, 12:48 AM
Samlaptop95 Samlaptop95 is offline
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I know a runner called Shunpuk who might run the PC version when she gets it.
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  #32  
Old 01-25-2015, 01:46 AM
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Cool. When I get a PC and stuff, and start streaming and all that junk, we can set up leaderboards so each version can come together. That is unless the versions have differences. Like a trick working on one version but not the other, or loading time variations.
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  #33  
Old 01-25-2015, 03:18 AM
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I am running an online leaderboard here at Speedrun.com and it covers all Oddworld games:
http://www.speedrun.com/onnt
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  #34  
Old 01-25-2015, 09:59 PM
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Sick! Thats hella cool.
You can categorise by region, platform and add videos? Ill be making full use of that when I get a PC. Ill let starwin and Sutiibu know about it.
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  #35  
Old 07-19-2015, 09:37 AM
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Quote:
Originally Posted by owi_alex View Post
Abe never does this, unless you press DIRECTION then JUMP. The game was built with tolerance into the hopping, the intention being to tap JUMP then DIRECTION, which worked every time.

I don't think that was particularly well communicated though (although we did try) and hence a lot of the complaints about the controls stemmed from people trying to push forward then jump. Of course, in this instance, Abe would move forward first.

Without the "old school" controls, it's simply JUMP then DIRECTION to hop. With the "old school" controls on, it's just JUMP to hop.
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Originally Posted by Xavier View Post
Alex must be super tired to explain this over and over again. I remember he even had to explain it to me at the Gamescom when I was playing Alf's Escape.
This is a super old thread, but it links into what I posted the other day. If you have to explain it over and over again, then the problem isn't with the player, it's with the controls. Controls should match player expectation, not the other way round. Usability!


EDIT: And, believe me, I'm saying this with empathy. I've made some really stupid UX decisions and coded them up in my time. That's why I'm so obsessed with usability testing - because I've learned the hard way that what makes sense to me rarely works for everyone else.
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  #36  
Old 07-24-2015, 04:30 AM
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Originally Posted by Nate View Post
This is a super old thread, but it links into what I posted the other day. If you have to explain it over and over again, then the problem isn't with the player, it's with the controls. Controls should match player expectation, not the other way round. Usability!


EDIT: And, believe me, I'm saying this with empathy. I've made some really stupid UX decisions and coded them up in my time. That's why I'm so obsessed with usability testing - because I've learned the hard way that what makes sense to me rarely works for everyone else.
Indeed, and noted.
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  #37  
Old 07-26-2015, 11:07 AM
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I enjoyed the re-make as I've mentioned in a dedicated thread but for me Abe's Oddysee is still a better game for multiple reasons.
Also I forgot to mention one thing which I regard as N'n'T's principal flaw. In-game ads. They're subtle but still ruin the suspension of disbelief once you notice them and go against Oddworld games' philosophy (the same goes for Munch oddysee which had even more blatand product-placement).
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  #38  
Old 07-27-2015, 01:17 AM
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Quote:
Originally Posted by Admiral Zaarin View Post
I enjoyed the re-make as I've mentioned in a dedicated thread but for me Abe's Oddysee is still a better game for multiple reasons.
Also I forgot to mention one thing which I regard as N'n'T's principal flaw. In-game ads. They're subtle but still ruin the suspension of disbelief once you notice them and go against Oddworld games' philosophy (the same goes for Munch oddysee which had even more blatand product-placement).
They are cross-promotional inserts for other indie games, designed purely to help indies get noticed. They were also confined to secret areas.

It definitely doesn't go against Oddworld's philosophy.

That said, due to the backlash, they were removed on other formats.
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  #39  
Old 07-27-2015, 01:18 AM
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Quote:
Originally Posted by Nate View Post
This is a super old thread, but it links into what I posted the other day. If you have to explain it over and over again, then the problem isn't with the player, it's with the controls. Controls should match player expectation, not the other way round. Usability!


EDIT: And, believe me, I'm saying this with empathy. I've made some really stupid UX decisions and coded them up in my time. That's why I'm so obsessed with usability testing - because I've learned the hard way that what makes sense to me rarely works for everyone else.
That said, there is a banner right at the start of the game that explains how to jump laterally. It says something like "Press X and THEN tap sideways" or similar.
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  #40  
Old 07-27-2015, 03:58 AM
Admiral Zaarin Admiral Zaarin is offline
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Quote:
Originally Posted by owi_alex View Post
They are cross-promotional inserts for other indie games, designed purely to help indies get noticed. They were also confined to secret areas.

It definitely doesn't go against Oddworld's philosophy.

That said, due to the backlash, they were removed on other formats.
If so, I think a better way to do this would have been to place a button in the menu like it was done in Half-Life (The button was "learn about Valve's other products" or something like that).
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  #41  
Old 07-27-2015, 09:00 PM
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Quote:
Originally Posted by owi_alex View Post
That said, there is a banner right at the start of the game that explains how to jump laterally. It says something like "Press X and THEN tap sideways" or similar.
What percentage of players do you think read the banners as compared to simply mashing buttons and expecting things to work like every other game they've ever played? And even if they had read the banner, muscle memory is a difficult thing to retrain. Even after I'd worked out what I should be doing I still got it wrong on a regular basis.
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