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Coping Kobold 最近的评测

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正在显示第 11 - 20 项,共 41 项条目
有 10 人觉得这篇评测有价值
有 2 人觉得这篇评测很欢乐
总时数 75.2 小时 (评测时 12.6 小时)
Aseprite Seems deliberately designed to be as unintuitive as possible. Every time I use this program it's a fight. To name just a few issues:

- Color management is a chore. All new sprites default to indexed color mode with a locked palette. Reorganizing your palette physically swaps those colors in the image. You're just somehow suppsed to KNOW that you have to change the sprite to RGB mode before doing anything with colors. You know, the DEFAULT BEHAVIOR OF ALL IMAGE EDITORS IN HISTORY.

- Copying and pasting part of an animation pastes BEFORE the currently selected frame. There is no way to paste after, meaning 100% of the time you will have to move the last frame to the beginning of your paste--If you pasted more than 20 frames, good luck finding where that was.

- To move an animation frame or palette entry, you have to click and drag the very EDGE of the ui element. There is no indication that this is how you move things. You have to look it up.

- Rotating your sprite 90 degrees rotates all frames of your animation. There is no way to rotate just the selected frames. Even if you copy the un-rotated sprites to your clipboard first, IT ROTATES YOUR CLIPBOARD TOO! WHY!?

- Rotsprite is a joke. It does nothing better than nearest pixel; the store page example with the bread is tailor-made to make it look good.

In conclusion, If you need to do literally anything in Aseprite, you have to look up a tutorial. 50% of the time, the answer will be "You can't." The program's only saving grace is its animation tools--the ability to work with layers and frames simultaneously and the ability to link cels of animation are a Godsend, and it's an absolute crime that no other programs do anything like this. If Aseprite's animation tools weren't an absolute requirement for this medium, I wouldn't use it at all.
发布于 2022 年 6 月 1 日。 最后编辑于 2022 年 12 月 26 日。
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有 19 人觉得这篇评测有价值
有 2 人觉得这篇评测很欢乐
总时数 19.0 小时 (评测时 9.4 小时)
Multiplayer is a blast.

Singleplayer is torment.
发布于 2022 年 5 月 21 日。
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尚未有人觉得这篇评测有价值
总时数 75.8 小时 (评测时 71.5 小时)
Portal 1 was influential, important, a massive part of both internet and general pop culture, and the basis of most modern puzzle design.

Portal 2 isn't any of those.

What it IS, though, is a sequel that's better in almost every conceivable way.
发布于 2022 年 4 月 26 日。 最后编辑于 2022 年 4 月 26 日。
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有 3 人觉得这篇评测有价值
有 2 人觉得这篇评测很欢乐
总时数 2,261.5 小时 (评测时 2,176.0 小时)
If you're thinking about getting Gmod in 2022, just wait for the sequel.

This game is dead thanks to the announcement of S&Box--nobody wants to make addons that are going to be outmoded by 2024. (Except the Russians, apparently. Good on you guys for keeping it alive.)

That's not to say I lament this game's loss. It's got some issues:

Constant pointless, pedantic changes to the Lua API have left a good 50-70% of scripted addons non-functional, and their developers have long since left the game for better hosts of their creative output.

Hammer, the map editor, is outdated to the point of being infuriating--heck, it was outdated on release. Seriously, what other engine was still using convex solids when Half-Life 2 released?

The addons workshop is blatantly inferior to the hot-loading we had in Gmod 12's toybox. Facepunch know this, and are going back to hot-loading for S&Box.

And finally, you know you've done something wrong when the number of popular gamemodes your community has made can be counted on two hands. Try it: TTT, Prop Hunt, Hide and Seek, Roleplay, Zombie Survival, Murder, Deathrun...uh...Jazztronauts?...Elevator Source?......Melon racer I guess?

----------------------------------------

You know how I know this game is dead? Tears of the Kingdom has been out for 3 months and there's not a single related addon on the workshop. Not one. You guys were on those Revali and Sidon ragdolls the DAY Breath of the Wild launched.
发布于 2022 年 4 月 21 日。 最后编辑于 2023 年 7 月 28 日。
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总时数 160.0 小时 (评测时 67.5 小时)
Made a map so complex it crashes servers.
发布于 2021 年 11 月 10 日。
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总时数 1.2 小时
Infuriating, broken physics, and badly designed.
发布于 2021 年 10 月 24 日。
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1 人觉得这篇评测有价值
总时数 425.6 小时 (评测时 44.5 小时)
Spent 30 hours building a beautiful set with a scripted table so I could play a Japanese card game once.
发布于 2021 年 7 月 24 日。
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总时数 4.8 小时
I say, this is a positively spiffing puzzle game.
发布于 2021 年 7 月 20 日。
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1 人觉得这篇评测有价值
总时数 39.8 小时 (评测时 39.7 小时)
A fun, nonsensical sandbox, but Untitled Goose Game ended up being the game I wanted this to be.
发布于 2021 年 7 月 20 日。
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有 1 人觉得这篇评测很欢乐
总时数 1.7 小时
NYOOM

VROOM TATATATATATATATATA

VRRrrrrr....brrrrrRRRRRRRR

TATATATATATATATATA
发布于 2021 年 7 月 20 日。 最后编辑于 2021 年 7 月 20 日。
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正在显示第 11 - 20 项,共 41 项条目