#game interface
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90sfantasyanimestuff · 10 months ago
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The Last Guardian, PC-98
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skeletonfumes · 3 months ago
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Marathon | Gameplay Reveal Trailer
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ike9306 · 4 days ago
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Trying out animation with this bastard.
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moeblob · 3 months ago
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revacholianpizzaagenda · 4 months ago
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David 41stprecinct: Is the game taking place - or are we seeing a replay of the events in Martinaise through the FELD playback? Argo Tuulik: Yeah I can confirm that what you see in the dialog reel is… what you said, basically. It's one of the things where it's very difficult to say anything without kind of giving major spoilers to what can… I think we still very much wanna do it at some point in the future. But, kind of… …let me just give you a little bit of ancient history, not even ancient history, I guess, teaser keywords. On the orbit of the world of Elysium hover three satellites from before the written eight thousand years of history, from before the Polycarpeum event: Iikon, Zenith and Shakermaker, I think were the names. And there's a character, called the man behind the black sun. Can't say anything else about this stuff, but I gotta say, what Robert had in mind for this is quite mindblowing and I genuinely believe that we will get to do it one day. So no more spoilers.
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scipunk · 7 months ago
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Avalon (2001)
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prokopetz · 1 year ago
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All I'm saying is that as someone whose first console was a Mattel Intellivision, the sorts of control schemes that mobile developers would have us believe are reasonable ways of playing an action game on your phone are starting to feel eerily familiar.
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storytellering · 3 months ago
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forced interfacing ⭕️
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pedroam-bang · 1 year ago
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Diana Novich - Heavy Rain (2018)
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crimescrimson · 2 years ago
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Every Xbox Console Port Of Resident Evil & Title Screens: Resident Evil 0 | Resident Evil 1 (2002) | Resident Evil 2 (2019) | Resident Evil 3 (2020) | Resident Evil 4 (2005) | Resident Evil 4 (2023) | Resident Evil: Revelations | Resident Evil 5 | Resident Evil: Revelations 2 | Resident Evil 6 | Resident Evil 7 | Resident Evil: Village
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vintagerpg · 9 months ago
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Interface was a short-lived zine produced by and for enthusiasts of R. Talsorian’s Cyberpunk, published by Prometheus Press. I only have one issue, the final issue as it turns out: Volume 2, Issue 2 (1992). That’s because this was part of a cross-over experiment with Pagan Publishing’s The Unspeakable Oath — it pairs with issue 7 of that publication. This basically takes Cyberpunk and jams a whole lot of explicit Cthulhu stuff into it, including new eldritch infused chrome, cults, a scenario and conversion notes. Its an odd pairing (I thought so at the time, at least) but then, even though Interface never published again, the concept had enough legs to reemerge as the GURPS CthulhuPunk sourcebook 1995 (and a second edition in 2001). Cover by Tom Shaw.
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rico-tyrell · 2 years ago
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quantum27 · 1 year ago
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sorry I can't join the bowerstone revolution yet I'm busy being a landlord
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tanadrin · 8 months ago
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all of my complaints about dwarf fortress's interface now are of the "this is actually a problem interesting enough to be worth engaging with" variety rather than the "this is too terrible to even think about where to begin" kind. like i cannot stress enough how much new DF's interface is a 10,000% improvement over the old DF interface. in every conceivable way. just not having to run an external program just to manage your dwarfs' labors is huge.
but there are ways it could be better. clicking on a dwarf in one menu should be able to take you to that dwarf in-game. clicking on food categories at the top of the screen should take you to stocks. i hsould be able to see at a glance, like, how many empty bags there are in my stockpiles, without having to tally up each bag of every type. i don't need to have dingo leather and capybara leather and llama wool and rope reed bags sorted differently. every button in every screen should have a keyboard hotkey. stocks and trading menus and other screens should allow you to select all items by quality/material/type/etc., and make specific assignments like melt/trash/forbid/etc from there. if my planters stopped planting cave wheat because they ran out of seeds, i probably don't need a cancellation notice for that *every time*, and it doesn't need to hang around in the notification list for a year, and be shown to me every time i mouse over the little cancellation icon to see what *new* jobs have been cancelled. can make it hard to tell what's actually a new notification and what isn't at a glance.
there are inconsistencies too--"make iron bookcase" and "make zinc bookcase" are two different jobs so when making work orders i can just search for "make zinc bookcase" directly. but i can only search for "make rock bookcase," and then i have to manually specify the stone (i don't know why you can't make a stone object out of stone, the fact it uses "rock" only in the names of jobs is v silly). it's not a huge pain in the ass, but it doesn't make sense that you specify the material for some jobs in different ways. also you can make too many things out of rock. i'm sorry but you just cannot make a rock book binding! it would be too heavy, and it would break the instant you dropped it. books were usually historically bound in wood or metal or leather. you cannot bind a book in granite or glass.
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scipunk · 5 months ago
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Avalon (2001)
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prokopetz · 1 year ago
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"Turn-based roguelikes going graphical is bad because old school ASCII user interfaces are so much more transparent and accessible" yeah, I love guessing which of three or four completely different things a given ASCII character represents this time. Having the screen transform unrecognisably between one turn and the next and trying to figure out what the fuck just happened by combing through a log file which somehow manages to be both cryptically terse and exhaustingly verbose at the exact same time is fun and enriching. Being forced to choose between navigating a menu system that puts hyper-specific commands you will literally never use at the top level while nesting commands you'll be using constantly four layers deep, and resorting to non-rebindable hotkeys whose semantic mappings were evidently designed by someone whose native language is Klingon? Genuinely the highlight of my day.
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