the-dood
the-dood
The Dood
43K posts
Just a shitposting dood who draws and play vidya games n stuff. Deviantart: https://disgaea4everdood.deviantart.com/ Twitch: https://twitch.tv/davetheprinny 
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the-dood · 5 days ago
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It's heavy
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the-dood · 5 days ago
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okay so I've been playing a bunch of No Man's Sky, a game whose main unique feature is its mind-bogglingly huge universe of procedurally generated planets, most of which have still never been encountered by human players. when you make first contact with an undiscovered planet, it starts out with a random name. just today I've discovered Snesfin, Inkiew, and Roranbu-Anuki. but a minute ago I landed on a planet with, and I must stress this again, the randomly-generated name of:
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the-dood · 5 days ago
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Had to use Ultima's freecam mod & a bit of script modding to get a chroma key background & isolate this Vikala horn tooting animation without Dormouse in it. Very silly. Might have to try her out later. Been having fun playing Narmaya and Djeeta more lately in GBVSR ranked since I'm taking a break from BlazBlue Centralfiction.
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the-dood · 5 days ago
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By Misato Mitsumi (^。^)
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the-dood · 5 days ago
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from Disgaea's redditcord ripped from Disgaea RPG
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the-dood · 5 days ago
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Bizarre pin promoting a 1992 French video game competition benefiting lung health, depicting Raccoon Mario as a loose collection of body parts with visible lungs.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source
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the-dood · 13 days ago
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future laharl?
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the-dood · 13 days ago
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In the 1980s, the Japanese Famitsu magazine would feature custom-drawn comics illustrating various glitches in video games. Here is a detailed comic showing the "backwards-walking Koopa Troopa" glitch in Super Mario Bros.: The Lost Levels, as well as footage of the glitch itself for comparison.
Main Blog | Patreon | Twitter | Bluesky | Source: Famitsu (Japan), Issue 3, 1986
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the-dood · 16 days ago
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Was bored so decided to make a lil recording of D3's Approved jingle as I coudnt find it anywhere else lmao
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the-dood · 16 days ago
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etna
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the-dood · 16 days ago
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drew my version of what laharl would look like from the future
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the-dood · 16 days ago
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forgot how to draw - the drawing
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the-dood · 16 days ago
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Super Donkey was a platformer that was in development for the SNES from 1991 to 1992, parts of which would be used as the basis for Yoshi's Island. The game was never publicly revealed by Nintendo; its very existence is only known due to internal development data surfacing in 2020.
One extremely curious detail about the game shows just how long Nintendo is willing to hold on to an idea they believe is good before finally implementing it in a finished game:
Top: in Super Donkey, one of the abilities of the main character is a stomp attack that releases two dust clouds, one on each side, that continue the attack horizontally. The dust clouds visibly have chomping jack-o'-lantern-like faces to show that they damage enemies.
Bottom: in Super Mario Maker, 24 years later, this attack was finally put into a finished game, being the Ground Pound attack specific to the Big Goomba's Shoe. It acts and looks nearly entirely identically to the Super Donkey version.
This means that at least one developer at Nintendo has been holding on to the idea for 24 years and waiting for the perfect moment to use it.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source
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the-dood · 20 days ago
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Original animation cel from the production of the Super Mario World animated series episode "Mama Luigi".
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: max6464646464
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the-dood · 20 days ago
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Most games that have a dialogue system making use of more than one text style have an internal markup system (similar to e.g. HTML tags) used to determine properties of the text, such as size, color etc. inside the message.
In the Super Mario Galaxy games, some of these tags are not merely redundant but outright self-defeating, so that one tag may change the text properties only to be immediately undone by a different tag changing them to something else.
The image shows a baffling example of a message in Super Mario Galaxy 2 that visually changes color 5 times (starting with black, to red, to black, to blue and finally back to black), which would normally need no more than 5 color change tags.
However, internally, the game instead changes the color 10 times, including multiple times in a row into the same color. This messy implementation is likely a remnant of various rewrites of the original message whereby the tags were never cleaned up between revisions.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: HEYimHeroic
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the-dood · 20 days ago
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In Paper Mario, the Dry Dry Ruins dungeon is laid out in an extremely curious manner internally. Every room is its own model so no two rooms are loaded into memory at once, but unlike every other area in the game, the rooms are not centered on the coordinate origin. Instead, every room is shifted and rotated from where it would be expected to be.
The solution is to load all the rooms into memory at once. This reveals that they form a cylinder, as seen in the images from various angles. This strongly suggests that at some point in development, it was intended for the rooms to all create a single large room, possibly to make use of the cylindrical structure in some unknown way.
While it would be impractical for the Nintendo 64 hardware to render all of this geometry at the same time, some games such as The Legend of Zelda: Ocarina of Time do use a similar system whereby a dungeon is all connected and part of the same internal room, but only a part of it (a single visual room) is rendered at any one time. However, this would require the team to program a different way to load rooms from what the rest of the game uses, solely for the purpose of this dungeon, and could have been dropped due to being too much work for a one-time gimmick.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: Peardian
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the-dood · 20 days ago
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In Mario & Luigi: Superstar Saga, the incident that starts off the story is that Peach's voice has been stolen and replaced with symbols that drop out of her speech bubble and explode on the ground. The symbols are only seen very briefly during the beginning of the game and never are on screen long enough to be examined closely.
Here are all 10 explosive speech symbols, extracted from the files of the Nintendo 3DS version of the game.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source
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