Flash is dead, long live Flash. You might not remember the time when websites were blinky hells filled with animated .gifs and midis put on automatic blast. That’s not Flash, Flash hells were similar, but worse, with multiple elements of a site built from different pieces of flash and stuck together. Stopping all those scripts and different Flash elements became one of the many reasons why you wanted to block scripts on a site. Not only did it make the site loading faster, but also safer. Plus, much fewer ads to go around. Flash became less and less relevant in the teens, and now with the change of the decade, it’s support has been ended. HTML5 and whatnot have taken its place as the annoying fuck on the Internet that makes the otherwise pleasurable browsing such a bitch and a chore. Nevertheless, in the late 1990s and early in the New Millennium we had a golden era of Flash Animation, something that brought marvellous spectacles from every corner of the modern world to the trash tier TV-shows. Experimentation lead into some shows down the line being fully animated in Flash, and its janky and terrible looking animations became somewhat a standard. Even before Flash, we had Shockwave, but I guess only some people remember the Shockwave game sites, which were pretty much the same thing in Flash game sites. Just different platforms. Flash archives will keep all these products of the early century’s Internet culture at anyone’s hand, and people interested to see how… interesting it all was at the time. Play it once more, Jack.
By this point I assume most of Muv-Luv fans out there have already geeked out when it comes to Project MIKHAIL’s Pre-Alpha footage. While it only shows very early footage, it’s showcasing symptoms of doujinshi jank, a topic few posts back. There are some visual cues that have been taken from games like Guilty Gear Xrd with how hits pause the action for an effect. There are loads of effects on the screen as well, obfuscating the action to a large degree. Perhaps the screen is zoomed in for whatever reason, but that’s whole other issue. There’s also lots of glow and bloom in the glowy bits, which plays into the whole overt amounts of effects in play. Sure, TSFs have sources of light on them, but this is more an issue of modern design of having armour bits and shapes include nonsensical glowing parts, lines and bits that make no sense. Even if they make sense, they’re far too bright or constantly on. Granted, this is pre-alpha, so maybe all that stopping-effects is just the engine struggling, though I have some doubts on that. Then again, if this is going to be a mobile game, I’ll clock out early on.
The ultimate TSF action-game is still far away, as it would be a modified version of Virtual-On for massive arenas, freedom of combos and weaponry combined with thousands upon thousands of enemies coming at you at once. After all, TSF and Valgern-On controls are an expy of VO. I must admit that if I were to have a word in this development, I’d make a clear difference between standard TSF OS and XM3 upgraded ones. The main difference between the two were that XM3 allowed motions to be buffered and ignored certain safety regulations with the TSF, whereas the standard OS only accepted inputs after it had finished the previous action and had returned to a safe position. Meaning that an old TSF ace knew how to string and time his actions never to have the TSF stop moving, whereas XM3’s input buffering allows the pilot to bypass the restriction. The learning computer TSF OS has as a part of it comes into play here, as its AI was taught how the pilot would act and would anticipate the motions done in what circumstance, further taking down the movement lag between inputs. While this would be somewhat difficult to implement in-game, perhaps introducing some sort of smoothness of function to the action would be representable. After all, TSFs require their pilots to train in the sims in order to function as smoothly as possible, while a raw TSF would control like a frozen truck under a load of cement. Probably never going to happen, but it’d introduce an RPG-like mechanics to the player avatar growth as well as require periodical visits to the simulators, especially when gaining a new unit.
I won’t be discussing this year’s plans, as we’re hitting a 10-year anniversary relatively soon. We’ll discuss what comes after we’ve crossed the rubicon. For now, remember to sharpen your knives. After Christmas, they’re probably in even worse condition. A sharp knife is much more safer tool in the kitchen than a dull one.