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    Friday, June 12, 2020

    Life Is Strange | [NO SPOILERS] My Life is Strange shelf! (Definitely need to add more to it)

    Life Is Strange | [NO SPOILERS] My Life is Strange shelf! (Definitely need to add more to it)


    [NO SPOILERS] My Life is Strange shelf! (Definitely need to add more to it)

    Posted: 12 Jun 2020 05:42 AM PDT

    [NO SPOILERS] HAPPY PRIDE MONTH! By EvYLB

    Posted: 12 Jun 2020 10:58 AM PDT

    [ALL] Chloe and Max by DoodleDeli

    Posted: 11 Jun 2020 10:44 PM PDT

    [ALL] Life is Strange 2 is an award nominee at Games for Change 2020.

    Posted: 12 Jun 2020 08:39 AM PDT

    [S2] Married. - Fanart by Smolpyromaniacpirate.

    Posted: 12 Jun 2020 08:08 AM PDT

    [NO SPOILERS] Maxine looks very similar to the randytaylor69.

    Posted: 12 Jun 2020 06:04 AM PDT

    [S1] Life is Strange Theory | Jefferson: Psychopath or Pragmatist?

    Posted: 12 Jun 2020 11:25 AM PDT

    [NO SPOILERS] Max The Human Bandage

    Posted: 12 Jun 2020 01:22 AM PDT

    [NO SPOILERS] Max The Human Bandage

    I made this way back in 2016 and I've only recently sign up for reddit. Still fond over the story.

    https://preview.redd.it/onykq74hvf451.png?width=1200&format=png&auto=webp&s=6111c7718e564995eb2ba50578c9d2de377987f6

    submitted by /u/NileTheVile
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    [NO SPOILERS] Max is ADVOCATE, according to the 16 Personalities test

    Posted: 12 Jun 2020 01:19 PM PDT

    Okay, what's the 16 Personalities test anyway, will you ask. Well, it's a personality test based on the Myers–Briggs Type Indicator, which in turn is based on the theories of the famous psychiatrist Carl Jung. According to it, each individual's personality could be classified in one of 16 different personality types. When I did the test, I found the results to be incredibly accurate, and the same goes for a lot of friends of mine (not all of them though).

    I became curious about what personality type could be the Life is Strange characters. So I runned the test as if I was Max. First of all, I took as a reference what would be generally considered a "good choice playthrough", because Max's personality might slightly differ depending on the cocktail of choices you take. It was kinda difficult, since the game doesn't provide the answers to some questions of the test (for example, how are your dreams like). To other questions, I had to guess basing my judgement on indirect evidence. F.E: I answered Max is more focused on details rather than "the big picture", since her photos are all detail focused. The result was beyond my expectations. Max is an Advocate. Which is... not 100% Max, but a good 80% at least.

    Here you can read the whole profile

    And here I'll just copypaste some key traits of this type.

    The Advocate personality type is very rare, making up less than one percent of the population (I had no doubt about this, our girl is special!)

    Advocates indeed share a unique combination of traits. Though soft-spoken, they have very strong opinions and will fight tirelessly for an idea they believe in. They are decisive and strong-willed, but will rarely use that energy for personal gain.

    Advocates will act with creativity, imagination, conviction, and sensitivity not to create an advantage, but to create balance. Egalitarianism and karma are very attractive ideas to Advocate personalities.

    People with the Advocate personality type are unlikely to go for friendships of circumstance.

    Advocates will take the time necessary to find someone with whom they truly connect. Once they've found that someone, their relationships will reach a level of depth and sincerity of which most people can only dream.

    submitted by /u/CMNilo
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    [NO SPOILERS] lis 2 and captain spirit

    Posted: 12 Jun 2020 09:34 AM PDT

    I was gonna play though lis 2 (for the first time) but there was a pop up saying something about that they recommend playing one before the other, as stupid as I was I didn't read it all the way though and didn't understand it.

    Does anyone know which one to play first?

    submitted by /u/jarllasse
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    [NO SPOILERS] Gonzalo Martin's & Philip Bache's discussion

    Posted: 11 Jun 2020 11:18 PM PDT

    Does anybody know, if yesterday's discussion with Aoife Wilson is accessible/uploaded anywhere to watch online?

    submitted by /u/Mister_Wierd
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    [NO SPOILERS] Spooky Reindeer Head

    Posted: 11 Jun 2020 03:42 PM PDT

    [NO SPOILERS] How many hours have you played LIS?

    Posted: 11 Jun 2020 05:14 PM PDT

    I've played Life Is Strange for a whopping 4d 13hrs 55min, Before The Storm for 19hrs 51min, and Life Is Strange 2 for 2hrs 31min.

    submitted by /u/joekennick
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    [NO SPOILERS]evolution of Into the woods in life is strange?

    Posted: 11 Jun 2020 04:42 PM PDT

    hello :D

    for a few days I was listening to these themes of the game life is strange 2 in the forest, our grandparents, karen (I think it's called that :v) and I think they were very similar, I even compared them to each other trying to combine them, so i decided to combine most of them and it resulted in this :D ( take it as something curious xd)

    https://www.youtube.com/watch?v=VDuBqmMBjpM

    submitted by /u/ddg36_
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    [No Spoilers] Life is 2-D; PROGRESS REPORT for June. (Still) playable Gameboy demo of LiS, as a 90's era RPG

    Posted: 11 Jun 2020 11:17 AM PDT

    Life is 2-D: A Gameboy demo

    UPDATED 11/06/20

    Just a little progress update for you all. For the last few weeks, I've basically gone back and largely redone or "upgraded" the graphics for the interior of Blackwell itself. ALL of Blackwell is actually done bar a few minor tweaks. I've redone the classroom to make it more accurate in layout and more detailed, the corridors now have these exciting and imaginative things called "lockers" added (which look like Neapolitan ice cream but anyway...), along with representations of the trophy cabinet (albeit from overhead), more character placeholders for ones that were missing (all of them in fact now), and more importantly all of the interaction dialogue I can reasonably squeeze in (even random things like the vending machine or cabinet - and the RA posters), including the "second run" variants. I've tweaked the bathroom scenes (very lightly visually and in terms of the scripted event stuff) and... Well, moving on to the Blackwell grounds doing the same now.

    In short, things are looking better and "feeling" better.

    Well... Looking slightly - very slightly - less basic, anyway. ;)

    I /may/ at some point soon throw up a third, hopefully final demo, that would be cut off at the same point as the existing demo just with the revamped content. But part of me wants to maintain it as a (hopefully pleasant) surprise now. It's also a pain to have to rip out my points for jumping to various scenes and test things at this point. We'll see.

    UPDATED 27/04/2020 Just an update for everyone on how things are progressing with Life is Two Dimensional. I have been steadily working on the game in a fairly specific manner, actually quite similar to how the "leaked" build of "What if?" seemed to have done things.

    While I was a little ahead of where the current second demo ends as far as the scripting/programming of the events (conversation branches, etc) and the backgrounds goes, I decided after scripting the Kate/David confrontation scene to go ahead and try to get the "bones" of the game in place. Meaning the path of the game structure in terms of backgrounds. This screen leads to this screen leads to this screen, creating the backgrounds, plus all the collision detection, trigger points for switching between screens - all that stuff nobody should have to think about once playing.

    The Price house took a while as the layout is quite intricate and I wanted to get the scale as close as reasonably possible to the ingame house (fun fact - the garage layout inside the house in Life is Strange does not match the exterior images... In the concept art and ingame cutscenes it is set back from the front of the house, but the ingame version actually lines up with the front door.), and making sure it wasn't too awkward to move around and was recognisable to a reasonable degree... I was very pleased that I was able to get the kitchen/dining area/lounge all in as one area rather than separate screens, and still the scale holds up extremely well all things considered. Easier in 3D than when you're drawing pixels in an overhead style view and have to figure out the distances between things and vs the player sprite, trust me! ;)

    ...And the end result?

    The game is now to the point where now I can walk (event free as explained) right through the first episode locations, right up to the end point of episode 1.

    Right now I've just walked through it on an actual Gameboy to make sure nothing is broken or forgotten... but I think that this deserves note as a milestone. A "speedrun" version like this lasted roughly 40 minutes. With changes, things still to be added etc taken into account... This is an incredibly close match for an actual Life is Strange speedrun for episode 1 at about 46 minutes. Which must mean I'm doing something right with scale! Yes, there is a LOT of dialogue and event stuff, sprites, sound etc that still needs doing (again - barely touched since the second demo) to go now.

    But I can. Rather than having to create an entire "scene", then create the entire next scene background first, and on and on, I can now focus on a screen, script what needs to be done, and have the next screen ready to go into, then the next, then the next. Think of it as something like the map in Link's Awakening on the original Gameboy - I can look at it, see what location leads to what, where, and know where it is going.

    So... Yeah. No estimate for any future release right now, as I'm doing this to my own timescale, whenever I want. But it's still going. Still progressing. Still enjoying spending my time on it. It's gotten further than I actually imagined it would. I just hope I'm doing it justice!

    Take care!

    UPDATED 27/02/2020 Due to feedback, the web version has been altered slightly today. Have attempted to make who is speaking in the classroom scene more evident by having the camera center on whoever is speaking. Please note this has only been done for the earliest version of this scene, but should hopefully alleviate this issue as best as possible for now. Please do try it out and see if it helps. Thanks!

    UPDATED: More sprites, far more dialogue, and now playable up to Blackwell Academy grounds - with a few little events added in out there. There are MORE placeholder character sprites in this version from GB Studio, but most of the "main" cast is done for now. The looped music is GONE, replaced with a small title screen jingle for now - Yes, I learned some basic MIDI creation to do so. I have attempted to get in touch with the author of the music used last time, so it may return some day. Very few sounds are in. Think of this as a more "What could be" than a "What if?".

    The journal (Start) has been disabled now for this build as it /really/ just will break things.

    Getting used to figuring basic ways to implement the main rewind events or rejig them to not be quite so demanding. It DOES now store your choices for the long term behind the scenes, but rewind events are /headache inducingly complex/ to script in GB Studio. I am able to go back and polish or add to these later, but right now the time required is just insane so I'm working on ways to keep things moving and sort of simplifying to the times too. My priorities are generally;

    1 - The "bones" of the game. Max and Chloe's story/the general basic structure for progress. 2 - Events 3 - Art 4 - Sound/Music

    I hope people enjoy this updated version. There's an invisible wall preventing progress on the left side or very top level of the Blackwell grounds, but beyond that you're relatively free to explore outside, and enjoy a little bit of Brooke's drone... ;)

    I'm also fortunate to have my own flash cart now to test it out on and it definitely works well on a GB or GB SP. If anyone finds any quirks, let me know.

    The basic plan is to finish episode 1, and I would /like/ to get into episode 2 as it is my personal favourite. I am currently slightly further along than this demo - essentially all of the Blackwell grounds are in place, as is the whole outside of the dorm, and a very basic version of the dorm hallway. So I will be working on getting again the "bones" of it in place up to the parking lot scene or Chloe's room, and probably jumping back occasionally to put more of the conversation events into the Blackwell grounds. Every bit of feedback good or bad is genuinely helpful and wanted, as there's always something to learn from it!

    What do I need?

    You should be able to play through this on your very own web browser. Simply head over to;

    https://lifeis2d.itch.io/life-is-2-d

    And click within the game window.

    I want to have this to play on Windows/emulator/actual hardware/etc

    This is the updated ROM for Life is 2D.

    https://mega.nz/#!aQpxWJiS!W5xnIuUui8l_EDLg5jco2pRXCYA_95SHJgWSQ5FIlqY

    It should work with any Gameboy emulator, on any OS or phone - or even a flash cart - and it should run on even the most terrible laptop, tablet, whatever. But for simplicity on Windows, I'd go with Kigb.

    http://kigb.emuunlim.com/kigb_win.zip

    Unzip, run the kigb.exe, load the "Life is 2D (Demo).gb" ROM from the file menu. It's that simple. When finished, the demo will return to the main menu. The continue option/save aren't implemented yet, just placeholders.

    What is Life is 2-D?

    ORIGINAL TEXT: Life is 2-D is a very early stages recreation of the original Life is Strange, attempting to transplant as much of the story and elements into an original Gameboy-compatible RPG as possible. It is intended to be also emulate the style of things like the original Pokemon Blue/Red, Link's Awakening, etc while doing so. Right now, it is a mixture of sample art assets from GB Studio, and some very basic new artwork. It is quite literally a few screens, recreating the first few minutes of the actual game, made while learning how the (very excellent and beginner friendly - and FREE!) GB Studio works, and the creation of the assets. There are differences and added "dialogue", hung together fairly loosely to serve this purpose.

    If you're expecting more than a few minutes, or professional and polished, best walk away now. ;) I am strictly an amateur, seeing if I can get something recognisable as both LiS and 90's Gameboy RPG and ultimately I want to be able to just run this on an actual Gameboy/ColoUr/GBA - which should already be possible. Hopefully, I will continue, patch this up to a higher standard, and implement more of the game. I'm doing this entirely for fun bashing things together in a few hours. Hopefully it'll raise a smile from those who remember what these things were like, if nothing else. For now, this is "Can LiS be done in this style?" - no more, no less. Enjoy or ignore this little demo/prototype - and that is all it is right now - as you see fit.

    How to play: If you've played one of these games before, you'll know how it works. If not; The "Gameboy" A button to interact with signs etc, up/down/left/right, and that's about it. I've tried to add in some hints or "flavour text" on the signs.

    Life is... two dimensional. This released dedicated to Dayeanne Hutton (Kate Marsh, Alyssa and Juliet) and Tony Noto - congratulations to you both on the recent engagement!

    submitted by /u/FluffySorbet
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