Oh yeah, we had this server crash or whatever... and basically we lost a couple months (maybe even close to a year??) worth of content. :I It was a thing. And I understand that feel. I like this place, but sometimes it does get really hostile and aggravates me a lot. I'm really on-off of this place, staying or going for a couple weeks/months. Thanks for showing me, but that's not exactly what I meant, sorry. Guess I shoulda been more specific. xD Can you post the image that was done specifically for me?
Holy coooooooooooow!! So I discovered this topic earlier, and I had to read all the way through to understand what was going on. It's super amazing that you'd take on such a big project for everyone, and that's great! :J And I NEVER SAW THAT YOU DID ONE FOR ME! Thank you sooo much! I really, really love it, even if I haven't seen the full image. Would you mind posting the whole image for me to see? (I used to be Wooly, if you can't tell who I am. xD) Since this topic hasn't been updated in a while, best of luck with whatever's going on and whatever you're trying to do.
So this one technically isn't an error or glitch or whatever, but for me, the color behind the reputation text is a little... off-putting. It kind of clashes with the overall design of the Retro theme. It looks bad imo.
This "Sonic Bible" basically just sounds like a GDD, but vague and large enough to cover the entire series. It's not even a documentation of "this is what you can do, and this is what you can't do" it's a documentation of "this is what we consider to be true in the Sonic lore, at this time". For those who don't know, GDD stands for Game Design Document, and it's basically a massive document that holds whole-and-complete information and explanations for every single thing that is implemented into a video game. These documents are created for (just about) every professional game ever, and they stay with the company who created the game. It's almost always very illegal to disclose them or information from them. This "Sonic Bible" is essentially a Game Series Design Document, and likely follows a lot of the same rules as a GDD. We'll probably never see anything from it, and information within may even be changing as we speak. I was going to make a point with this post, but I honestly forgot. Oh well, my input and information is still interesting enough.
The inception and introduction of the Chao, and how they are used to tie the games together as a whole is pretty great, specifically and especially in Sonic Adventure 2. Chao raising is not something that's required (unless you want to 100% either SA1 or SA2) but most agree that doing so was fun, especially since players were given a reason to replay there favorite levels from each game over and over. I don't really know exactly how to explain what was so great about Chao and how they are used and handled in both games (or maybe I'm just too lazy to think about it right now), but I know that people love Chao in both the Adventure games (especially 2). Since you're the one doing the video making, I'll leave it up to you to figure it out....
I do think having an avatar be too tall or wide could be a problem, but having the ability to make an avatar rectangular to an extent would be nice. Having avatars be forced into squares can remove some of the detail from profile images.
The Squid Research Lab has posted the exact time the update is going up! 7PM PT (NoA)! I assume this would be the same for all regions, but I don't really know how this whole update process is happening... Whole post here: http://splatoonus.tumblr.com/post/125937962749/gather-round-kids-andor-squids-lets-have-a
Tutorial Text: Some developers completely neglect the idea of explaining mechanics or other game elements through gameplay. When this happens the go to way to explain something to the player is to use text--and let me tell you--not only does this suck, but it can break up the pace of the game, make a game unfun, actually insult the players intelligence, or have several other negative effects on the game experience. The worst of these occurrences is when a game explains something in text in a redundant manner, when it doesn't even need to, because it also teaches through gameplay. You've played a game where it goes "Hey this is what you do." right before you have to do it, sometimes even forcibly, right? Of course you have. Now devs, STOP. Story / Conversation Text: When a game uses text to explain a story, either through dialogue, flat text, or other means in a manner that is way to extensive. Now this is a case of rectangles and squares. This can be tutorial text, but also something different, or much more. Ever play a game where the story is explained through text in a boring, drawn-out, or other-wise unnecessary manner? Me too. Ever play a game where characters talk about events, occurrences, make jokes, or just explain things for so long that it becomes tedious and un-fun? Me too. These problems are in so many games, simply because the writers are flat out bad at writing. The pace of writing is important, depending on the mood that's trying to be set, but the writing also has to be concise, even when it's detailed. It can't ramble or repeat in any non-strictly-purposeful way. As a game designer who cares about story, and has taken a measly one college-level creative writing class, I can't stand so many games' "stories" and find myself generally uninterested in story-based games because of problems like these... It's sad really.
Whelp, there I go again, spewing out a game design discussion. I could say a lot more about these topics or others, but I'm lazy and I'll leave it to someone else.