Collision Detection


Breath of Fire image source: VGMuseum
Posted by Kurt Shulenberger on May 29th, 2009 :: Filed under Images
Tags :: Breath of Fire, Images, King Arthur's World, SNES
You can leave a response, or trackback from your own site.


Breath of Fire image source: VGMuseum
Some Banjo-Tooie Picking
Collision Detection
Games/New York
Yorda’s Elbow
Collision Detection
My Summer Conundrum
Pipelines, Spirals, and Betweeness
Collision Detection
Prelude to Pixelation: Norman McLaren and Early Video Games
Thanks for your kind words, Jonathan, and welcome. :]...
Very interesting article. I must say I'm a bit in awe over discovering (via the ...
Ha! I thought I made it clear that all this stuff was in plain view, but maybe "...
Love the implication from this post that you clearly rummage through your buildi...
Instances are generated and self-contained versions of a gamespace, usually onli...
"Isn’t that what the above mentioned games are doing (Icarus, et al)?"
Yes, b...
"I say “hints at” because Portal uses its level design to cocoon a system of con...
By this point, almost any object or structure in a Mario game is ripe for explor...
May 30th, 2009
It’s something very eery in the combination of that first image floating in the center and then the bottom-left orientation of the text screenshot. Uncanny!
May 30th, 2009
I remember being very disturbed by that King Arthur’s World “game over” screen when I first played it as an impressionable 11 year old. I’m glad I was able to recreate the same context without having to spout off some long-winded analysis. A JRPG does the job just as well.
May 31st, 2009
Love it. Video game mysticism.