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Mulgar

@mulgar.bsky.social

50 Followers  |  68 Following  |  207 Posts  |  Joined: 17.10.2024  |  2.0732

Latest posts by mulgar.bsky.social on Bluesky

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big boss doodle from a while ago

26.10.2025 06:26 β€” πŸ‘ 361    πŸ” 89    πŸ’¬ 3    πŸ“Œ 0
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Don't think I posted this, one of the postcards from MGSCON

23.10.2025 03:07 β€” πŸ‘ 416    πŸ” 109    πŸ’¬ 3    πŸ“Œ 0
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Deleted this a while back because I didn't know how I felt about it, but for whatever reason now I like it I guess so it's going back up. I want to draw the rest of the cast at some point.

23.10.2025 04:11 β€” πŸ‘ 235    πŸ” 49    πŸ’¬ 4    πŸ“Œ 1

You ever think of jailbreaking it? Might have some good stuff if you check.

21.10.2025 14:15 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Thought you were talking about Itagaki and nodded so hard, but respectfully.
See the last repost and start s'ing my damn h

16.10.2025 20:48 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

I really didn't expect his death to be honest. After all his struggles with addiction it's sad to hear he passed away at 51.

I'm not a super fan but I liked his music well enough.

15.10.2025 22:43 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

I think the online component makes the ziplines more interesting in some ways too. Being given a randomised amount of free points that might not suit you the best way, and having to make the most of that adds some dynamic problem solving to each playthrough.

15.10.2025 15:59 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Jump Ramps are interesting because they're more versatile (works with all vehicles, let's you turn in the air), but have the important limit of being one-way systems and working best when you're going down rather than up.

Chiral Bridges are cheaper than metal ones, but don't work in the rain.

15.10.2025 09:34 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

It's just that once you set up the network you've solved the problem and have nowhere to improve. I think as an endgame tool they're a good addition, but could be improved by adding more limits or increasing the cost.

15.10.2025 09:28 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

If you're doing an offline only challenge (how I played DS1 for a bit) then every zip costs network bandwidth so you could spend ages thinking about the best placement to cover the map well.

In that sense, they're one of the game's best ideas since they make you consider the terrain in a new way.

15.10.2025 09:28 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Unlike the nuBFG, ziplines are a genuinely interesting gameplay challenge to set up. You need to look at existing online zips and try to connect them with your own in an efficient way. Sometimes you need to account for upgrade materials to increase the range.

15.10.2025 09:28 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Anyway, the issue with ziplines is that you cover a large distance very quickly at a relatively low cost while being able to carry a decent amount of cargo.

Tweaking just 1 of these could fix the problem, though I'd be afraid to mess with the numbers now that 2 games have established this pattern.

15.10.2025 07:54 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Trucks Vs Trikes have this tradeoff between speed and carry-capacity. The coffin board in DS2 is a great addition because you can only carry what's on your back and have to be more conscious about balance than the Trike, but let's you move much faster and over terrain that was previously impossible.

15.10.2025 07:54 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

In terms of how I'd fix them, network bandwidth is the first choice. Make them the most expensive structure and you will be forced to use others to cover shorter distances or tighten up your zipline network.

Though maybe all they need is to prevent you from bringing a floating carrier.

15.10.2025 07:54 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

For all the other themes DS has, this combined with the roads and railways kind of show how large infrastructure like motorways can bypass interesting features for the sake of making major journeys smoother.

At least in DS the roads are actually connecting the shelters instead of bypassing them.

15.10.2025 07:54 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Death Stranding 1 and 2 both have the issue where ziplines are just too good a structure to build compared to all the rest. 2 of them cover up to 350m at a high speed for the price of 1 bridge.

It's very satisfying to set them up, but once you do there's no longer any interaction with the terrain.

15.10.2025 07:54 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 3    πŸ“Œ 0

Replaying a game is a different matter, it's only if that first playthrough takes several dozen hours that this fatigue becomes an issue.

15.10.2025 07:34 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Too many πŸ˜”
I sort of have an upper time limit with games where after 50 hours or so I find it really hard to continue since I feel like I've burnt out on the regular gameplay.

15.10.2025 07:33 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Maybe in 20 years ProtonJon will finish the LP πŸ˜‚

15.10.2025 07:30 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

I like Crispy Doom for being a nice Vanilla+ port

14.10.2025 20:58 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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snake returns

11.10.2025 06:18 β€” πŸ‘ 848    πŸ” 238    πŸ’¬ 18    πŸ“Œ 3
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lil snake tease

10.10.2025 10:23 β€” πŸ‘ 500    πŸ” 137    πŸ’¬ 13    πŸ“Œ 2
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Just sitting on a log for Kawafitober !! #art

08.10.2025 07:32 β€” πŸ‘ 230    πŸ” 31    πŸ’¬ 2    πŸ“Œ 1
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Time Crisis 3 (2003 | Nextech | PS2)
It's sad that every big modern game costs $400 million to make yet fails to reach the pure ludonarrative heights of the Time Crisis Twinks ripping off their Hawaiian shirts to reveal custom varsity jackets during a daring jetski escape

13.09.2024 16:40 β€” πŸ‘ 2479    πŸ” 890    πŸ’¬ 29    πŸ“Œ 39
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I've been chipping away at the animation and I seem to love punishing myself by animating big stupid dust clouds

04.10.2025 00:17 β€” πŸ‘ 214    πŸ” 26    πŸ’¬ 4    πŸ“Œ 0
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MGS Comic

09.08.2025 19:34 β€” πŸ‘ 699    πŸ” 251    πŸ’¬ 7    πŸ“Œ 0
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Due to the unique way Super Mario Bros. stores its maps, its level designers were at the mercy of the decorative hills and bushes when placing bottomless pits. While the pits can be placed freely, the decorations are non-negotiable and dictate the level design.

03.10.2025 15:30 β€” πŸ‘ 2100    πŸ” 421    πŸ’¬ 25    πŸ“Œ 19
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Talking to people younger than me about how I beat Battletoads on NES & they CANNOT conceive of a world in which the internet doesn't exist.
"So you just sat down, & played Battletoads ALL day, REPEATEDLY, until you memorized the entire game...?"
"yes ."

31.01.2025 16:18 β€” πŸ‘ 1607    πŸ” 283    πŸ’¬ 46    πŸ“Œ 9
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Super Bunnyhop β€” A Reading List That Makes Death Stranding Make Sense Here's an almost hour-long analysis of literature that inspired Death Stranding! Ten minutes of talking about Waiting for Godot! Six minutes of Eddie playing with b-roll! One minute of MS Paint animat...

Here's an hour-long analysis of the literature that inspired Death Stranding! 17 minutes of talk about Homo Ludens! 10 minutes on Waiting for Godot! 4 minutes of my dog Eddie playing! 1 minute of MS Paint animation! 3 seconds of noodles!

BUNNYHOP IS BACK AGAIN, BABIES!!!

nebula.tv/videos/super...

01.10.2025 02:47 β€” πŸ‘ 304    πŸ” 68    πŸ’¬ 8    πŸ“Œ 11
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The Bridge ~ Valerie Thornton, 1954

30.09.2025 20:43 β€” πŸ‘ 4801    πŸ” 460    πŸ’¬ 44    πŸ“Œ 16

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