Yeah it took me like ten seconds of confusions to understand what about a pie was being considered sweet. And then ohhhhh maybe they thought it meant a FRUIT pie?
"A pie" is a meat pie around here
They'll mostly just get sick to their stomach and or fat. Dogs don't process sugar very well, but it's not that horrible for them usually. Worse for small dogs with bad constitution. Chocolate specifically is poisonous for dogs, but again... bigger dogs can often just tank the damage.
Depends on the pie though, dogs are still somewhat omniverous so something like a berry pie without any sugar but what's already in the berries shouldn't be too bad.
Sweets are really bad for people too, but that doesn't seem to stop them.
My dog would occasionally get into a bag of Hershey kisses, he lived to be 18 years old
my wife's childhood dog - schnauzer mutt - ate an entire basket of chocolates and sweets that was from valentine's day. like multiple pounds of assorted fancy chocolate. lived for another 10 years (this was the 80s, I don't think people grokked the choc / dog thing).
Around 2009 a neighbor lost their pyranese (sp? long haired tall dog) when it ate a single chocolate bar (it was dark and high cacao whole foods stuff). It was just dead when they got home from work, apparently ate it the night before.
seems like a bad gamble to make. but holy hell I can't keep my dogs from eating random biohazards, dead birds, snails & slugs and god knows what, it's a miracle they survive as long as they do.
This is the exact same instinct that drives us to run away from the obvious path first. "Clearly that's where the final boss is. Let me just check what's down this way first..."
"...oh no wait, there's a point-of-no-return ledge here. Ok, so maybe that other way was actually where the secret was. I'll go back..."
"...hmm, there's another ledge on this side too. Let me just put in a save point and...ok, yeah, this one is the final boss. Let me reload and check the other path..."
"...ugh, it restarted me way back here? And respawned all the enemies when I reloaded? That's frustrating..."
"...THEY BOTH. LED. TO THE SAME. EXACT. PLACE."
This, plus looking at a tiny little toe-sized piece of unexplored minimap on the opposite side of the world and thinking, "but what if there's something important there?!"
Oh this one's not me. For the first hour maybe but I get really picky really fast because it's more efficient to just find a new place to take the best loot from. Especially in something like Skyrim where the goons just respawn forever.
Borderlands 3 added an "auto-sell loot below [x] rarity" option, and it is amazing.
I play games this way too, but I feel like the bigger factor in my playtime way higher than necessary is that I don't want to miss any dialogue so I talk to every NPC until they repeat themselves. Most of the time that's the second time you talk to them so I definitely get a lot out of that.
..during the bg3 character creation
It's ok. We're all here for each other.
In Breath of the Wild after the tutorial plateau, players are supposed to go between the two big mountains that are easy to see and easy to pass for a beginner. There they find a steed and this weird korok guy.
I on the other hand decided to go the direct route up a steep cliff where two guardians wait to tell you that this is not the way. After I snuck past them, which took me about 2 hours and like 20+ retries, I nearly stopped playing cause "the game was so hard".
I have a bachelor in game design btw...
There's an old adage that says "doctors make the worst patients."
I wonder if the same is true for game devs making the worst players.
I have a bachelor in game design btw...
This is why I like saying "average person" when I talk about specific topics.
People who study the art are much more attuned and go out of the ordinary. Like directors when they watch movies.
I still remember being really mad I missed the "added effect" materia in the original FF7. You can never ever go back to that cave, so if you don't turn around to pick it up you never get it. Pain.
Modern games have gotten super "hand-holdy" to the point where it's fucking annoying... but one QOL improvement that I will take every time is when games prevent you from moving forward in a story because you missed something and moving forward means you'll miss it forever.
I get it, and when I was younger I was all about that shit... But I'm too old for that shit lol
"But what if the developers don't think it's important but I'm going to wish I had it? I'll go ahead and check anyway."
Yeah.. I felt that. Hard. I need to actively tell myself it's not worth wasting so much time. Other times I just can't be bothered and I mindlessly waste time checking everything cause it somehow feels like less work.
Its like, people rub against every square inch of geometry in say, Destiny 2, just to get out of bounds. It's insane that no one just...tried cause they're bored even.
I always remember back in world of warcraft, before you had flying mounts, there were spots you could spam jump on to slowly climb the barrier mountains and get up to the flat area they never meant for you to see. Good times.
or getting under stormwind, haha. good times.
Or old 3D platformers that didn't disable collision on visual detail bits, so you could do skips or get out of bounds.
There’s a little explanation in that it costs to get in to the race. So naturally people wouldn’t want to waste the attempt, except there’s always someone that will pay the fee and try just about anything.
Actually not that unprecedented https://youtu.be/gPagHHIfvlg
Developer: here's a fun little thing people will be excited to find!
Player: I will never trust anyone again
I love it, when Devs anticipate that players might break their levels and reward them for it.
E.g. when I played Supraland, I had it happen several times, that I managed to get to places that were obviously not intended to be reachable - you know the drill: Low poly terrain, low res textures, holes in the terrain, invisible walls everywhere,... You keep exploring that wasteland, carefully managing to not fall of, go around a corner and... There's a chest there waiting for you.
Or some of the coin stacks in Super Mario Odyssey, that you'll never really see or collect, until you do some crazy trick jumps or so to get on top of $building.
IIRC the team behind SMO is the team that made Donkey Kong Bananza. So... Either another team is responsible for a new 3D Mario, or it will take quite a while before we get another 3D Mario. So far, there's no announcement for a new 3D Mario (yet).
But Donkey Kong Bananza looks dope. Also I like that Ceave Gaming video where he overanalyzes the Donkey Kong trailer and goes over all the bits that have been revealed so far https://youtu.be/xc_YjHqqTm0
I thought I recall them talking about working on SMO2 like several years ago (before Switch 2 was announced, obv). I'll see if I can find a link...
But I didn't know that about the DK game, that's good to know.
Edit: ok, found what I was thinking about. Apparently, back in like 2019 or something, Nintendo confirmed on Twitter that they were hiring for a new 2D, and a new 3D Mario game (I imagine the 2D game was Super Mario Wonder).
So they never confirmed or denied that the 3D Mario game was SMO2, but it seemed likely at the time.
Maybe they ended up changing course and doing DK instead?
Every single waterfall I find I must check behind it, forever.
I still get irrationally upset when there isn't. But, if a game gives me a waterfall find (or 2, or 3 like Avowed) it will rocket to the top of my list.
Lived in a place that had a koi pond and waterfall fountain years ago. I placed a small adventurer and treasure chest behind it. Wonder if it's still there.
I really love that you did that. I hope some kid (or an adult that’s a kid at heart) found it! Imagine how stoked they were!
I hope so too!
Also at the end of the level. I remember 3 had balloons n stuff there.
Mario world has some secret exits you had to access by going under the goal and past the ending as well.
Mario bros 1-2
Some of the levels seemed like you could jump over the flag pole, but it would grab it from the other side. Then Mario lost levels had one where you could get passed the flag and it felt so good finally being able to do it.
Until you got to the end and it turned out to be a warp zone that brought you backwards instead of forwards lol
Super Mario World has to be one of the most creative when it comes to hidden exits and worlds.
I remember when a friend showed me the "Super Secret Area" that you can mine for 1ups and capes and it blew my mind.
Fuck, what an amazing game.
Still my favourite nintendo title of all time, you can go back to it years later and its exactly as good as you remember it.
Donkey Kong Country…
How about that roller coaster race level on DKC2? If you don't go backwards as soon as the race starts, you miss that sweet speed boost.
Why can't we go backwards? For once...backwards...really fast....as fast as we can....really put the pedal...
If I recall, DKC also had a secret INSIDE a secret.
I was following a strategy guide to get the last bits of secret and that one was a pain in the buttholes.
I always try to figure out which direction the game wants me to go so I can try going the opposite way first.
There usually is an intended path regardless. Signposting is definitely something that's done even in open world.
It’s not always explained though. A lot of games use flames/torches/lights though. Vast majority of games follow the same tropes unfortunately.
Credit to Tim Buckley for briefly becoming one of the most widely mocked people on the internet and spawning a meme that lives on to this day but just rolling with it and continuing with his dream of making webcomics.
Ah well if true then that sucks. I'll have to look into this.
He tried to discourage people from going to a penny arcade convention and to his instead, didn't donate to charity like he said he would and bought a 3k artist tablet instead, iirc.
Bonus points for your appropriate username
TIL CAD is still going and it looks different.
But can you truly see it when the quality is so bad it's blurry af?
Original:
And hitting every bit of wall that looks suspiciously flat and empty. I'm looking at you, Miyazaki.
The most damning game for me was Dragon Ball Z: Super Saiya Densetsu on SNES.
It was an rpg. A good like 10 hours into the game you're wondering around on Planet Namek and the only way to progress in the story is to find Dende. Well you get pretty much no info or hints about where he is. Well all the houses and huts all have decorative pots in them, kind of like the kind you could smash in Zelda games. In DBZ, at no point was anything in any of these pots, and you couldn't break them, or even get acknowledgement that pressing a button near one of these pots even "checks" the pot. All the pots seem to just be decor you can't interact with.
Of course, that's where Dende was. The only thing in any pot in the entire game was a kid that you were required to find in order to continue progressing, found half way into the game after you've decided already that the game won't let you interact or check pots, and then making you check all the rest of the pots for the rest of the game because "they hid one thing in a pot, surely there could be another".
Yup. The worst Dragonball game, that for some reason I sometimes replay. I get the feeling that there is a spirit of a good game in there, if it was almost completely reworked. Something like a fusion with Legendary Super Warriors.
Anyhow, the game is pretty funky and has obscure stuff to it. Escargo being needed for fusing a Super Piccolo (1.9 billion BP), getting an third wish with Porunga, or getting Goku to Earth before the battle of the Saiba Men commences.
Other than that annoyance with dende and the pots, I still really enjoyed the card aspect of the game and playing through it. Not the worst rpg I've played. Plus I was all about dbz way back then, and just glad I could find a translated rom of the game.
Super Saiya Densetsu is actually a pseudo-continuation of a Famicom series that used the card system. In some ways, the older games had neater battle aesthetics, particularly in how fighters weave between background and foreground. The video below covers the assorted card-RPG games.
That movie was a cringe fest start to end.
I look at that less as a plot point and more as a nod to video game design. I really liked that movie.
There are tours that take you behind the falls near the turbines. Or at least used to be.
Please stick to the rivers and the lakes that you're used to.
Yeah the movie really didn't do the book much justice. The message was the same, but the movie completely undermined itself. Saying 'Real life is more important than the digital world because it's where real connections and food is.' doesn't hit as hard when it's the very fact that it was Wade's obsession with the digital world and having encyclopedic knowledge of Halliday that allowed him to win. The book is still clunky but it's Wade's actions in the real world that really set's him apart from the sixers and gunters.
There was some amazing stuff in some of those hidden passages. It was well worth it in that game. Doom/Doom 2 had a lot of that, too.
James Pond 2 springs to mind.
Didn't one of the Spring Yard acts in Sonic 1 have a spreedrunner-friendly red spring too?
Kids these days didn't know how to video game.
Doom ]['s chainsaw.
That level was the Entryway, and the chainsaw is next to an outside area that Doomguy presumably came in from. That means he had to have walked right past the chainsaw on the way in.
How did he even make it to doom ii with such poor observational skills?
What, like he has other useful skills?
Bum Tickley is still going after all this time?
is this loss?
Sonic 1 for Master System...Bridge Zone, act 3...
I was going to tell you were wrong but decided to make sure before making a fool of myself. It was the right call, eheh.
The game was developed specifically for the Game Gear and that was the first version to be developed though the Master System version was the first to be released.
The games are mostly similar but there are a few differences.
The Game Gear has a lower resolution so most games had to have slight changes to account for it. There was a MS adapter for the Game Gear but games would look too small since they weren't made for a tiny screen. The other way around was not possible without altering the games themselves because the GG had a different color palette with more colors.
There's also the one in the very first map, where you have to run for several minutes out into the desert behind you. You find a rocket launcher and a health powerup... which immediately spawns a whole bunch of monsters
Fun times!
Serious Sam mentioned!!!
Note: Your character is highly unlikely to "Whump" into the left side obstacle. They are more likely to do the Michael Jackson standing walking in place motion while you try probing the left side for openings and weaknesses.
Lego Star Wars instilled this as well as leaps of faith
It was Castlevania that did this to me.
Super Castlevania had this cool leap of faith just before dracula! I found out after losing to him and losing all gear, so you can imagine how I was feeling after jumping and trying to kill myself
Donkey Kong on gba
Chainsaw in the first level of Doom 2?
In one shitty 3D platformer game I just fell through the ground, lol.
Jeff Buckley was better tbh
Tim, his father also made great music. For example https://www.allmusic.com/...
I mean, that's what being a gamer is. You know the tropes.
You know someone should know them as well. So they surely can and will apply them.
And you sure as fuck ain't letting another gamer get the upper hand on you, we don't do that here
been awhile since i got on lemmy i was hoping this place was immune to "every aspect of my lack of personality is from my self diagnosed mental illness" posts that flood facebook and reddit...guess not. going by internet posts/comments more than half of humans have autism/ADHD/OCD, which makes them the neurotypical ones at this point.
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Comic Strips is a community for those who love comic stories.
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