bin.pol.social

DemBoSain, do gaming w LoZ Minish Cap Similar Games
@DemBoSain@midwest.social avatar

Pretty much any of the 2d Zeldas fit this bill. Link to the Past/between Worlds… Link’s Awakening…etc. There’s also a game called Oceanhorn from several years ago that tried to be a Zelda clone, but I didn’t get very far in it.

daddy32, do games w Android games

Actually the official google “play games” app has a nice feature that should be included in play store: it can filter for games without purchases.

Other than that, the mentioned minireview app has good filters.

kipo,

Can it filter for paid games only with no in-app purchases?

daddy32, (edited )

The “play games” can. Three filters I always use in combination: “Premium” (i.e. paid), “no ads”, “no in-app purchases”. In the current version of the app you have to scroll quite down to find these.

rob9519, do gaming w LoZ Minish Cap Similar Games

Moonlighter is a roguelike with similar gameplay. The art style also borrowed a lot from Minish Cap.

Obviously, it is not a straight-up Zelda game, but I enjoyed it, and you can tell the developer was a fan of Zelda too.

VerilyFemme, do gaming w LoZ Minish Cap Similar Games

I don’t know if you’ve played Oracle of Ages/Seasons, but those are two more great Capcom Zelda games.

I saw someone else say CrossCode, and I can second that. CrossCode is the only game I have ever played to perfectly capture the way games felt on the Nintendo DS. Control, aesthetic, everything. It made me immediately nostalgic the first time I played it.

callouscomic, do gaming w Weekly “What are you playing” Thread || Week of January 5th

Thanks to the Get Played podcast, I o ly hear this in the Resident Evil merchants voice.

chloyster,

Got some raaaaaare games on sale stranga…

Sunny, do games w Android games
@Sunny@slrpnk.net avatar

In terms of browsing Google Play there are two alternative ways I’d recommend.

First one is AuroraStore, grab it from F-droid:

The second option is AppFinder, grab that from their website here:

StereoTypo, do gaming w Weekly “What are you playing” Thread || Week of January 5th
@StereoTypo@beehaw.org avatar

My partner and I just finished Cyberpunk. Still addicted Balatro but taking breaks with the latest alpha of Automation to build stupid supercharged engines.

brsrklf, do gaming w LoZ Minish Cap Similar Games

I’d say LoZ: Echoes of Wisdom tried to be like this, unfortunately it’s a bit bland. Might be worth checking if you haven’t yet though.

For something I enjoyed more, CrossCode is a fun top-down action RPG, but it’s more of a sci-fi/fantasy thing and a bit more on the action side. It does have extensive dungeons with lots of puzzles though (often relying on switches, timing, movable blocks and clever ways to use your ball-shooting weapon).

_Lory98_, do gaming w Weekly “What are you playing” Thread || Week of January 5th

Happy new year!

This week I finished the Endwalker MSQ in ffxiv, which I loved. I’m now taking a break before going into the post ew patch quests to complete most raids which I slipped and a few other quests, while leveling white mage.

Played a bit more of Guild Wars 2 with a friend, but continuing only confirmed our negative first impressions, so we dropped it a bit after the first set of story missions.

For non videogames: we also continued our dnd campaign and played call of cthulhu’s Lightless Beacon

makingStuffForFun, do gaming w LoZ Minish Cap Similar Games
@makingStuffForFun@lemmy.ml avatar

This is more arcadey, but I recommend giving Cave Story a go. The story is rich, the worlds deep. It’s a great game. It’s not the same genre, but for me, it has a similar vibe.

MarcomachtKuchen, do gaming w LoZ Minish Cap Similar Games

Man this pots brought back some memories. The minis cup was my first “real” game on my Gameboy.

N00b22, do games w How many games do you manage to play at the same time?

The Forza games, they are casual

In Horizon 5 you can do the weekly activities in 2 hours and get the weekly playlist car

Psionicsickness, do games w Recettear HD Announced for 2025

Leeeets goooooooo. Love this game!

jarfil, do gaming w Why don't we have motion smoothing on current consoles?

Motion smoothing means that instead of showing:

  • Frame 1
  • 33ms rendering
  • Frame 2

…you would get:

  • Frame 1
  • 33ms rendering
  • interpolating Frames 1 and 2
  • Interpolated Frame 1.5
  • 16ms wait
  • Frame 2

It might be fine for non-interactive stuff where you can get all the frames in advance, like cutscenes. For anything interactive though, it just increases latency while adding imprecise partial frames.

It will never turn 30fps into true 60fps like:

  • Frame 1
  • 16ms rendering
  • Frame 2
  • 16ms rendering
  • Frame 3
Boomkop3,

It’s worse

  • render frame 1 - 33ms
  • render frame 2 -33ms
  • interpolate frame 1|2
  • show frame 1
  • start rendering frame 3…
  • wait 16ms
  • show frame 1|2
  • wait 16 ms
  • show frame 2
  • interpolate frame 2|3
  • start working on frame 4…
  • wait 16ms
  • show frame 2|3
  • wait 16 ms
  • show frame 3 -> this is a whole 33ms late!

And that’s while ignoring the extra processing time of the interpolation and asynchronous workload. That’s so slow, that if you wiggle your joystick 15 times per second the image on the screen will be moving in the opposite direction

jarfil, (edited )

Hm… good point… but… let’s see, assuming full parallel processing:

  • […]
  • Frame -2 ready
  • Frame -1 ready
    • Show frame -2
    • Start interpolating -2|-1 (should take less than 16ms)
    • Start rendering Frame 0 (will take 33ms)
    • User input 0 (will be received in 20ms if wired)
  • Wait 16ms
    • Frame -2|-1 ready
  • Show Frame -2|-1
  • Wait 4ms
    • Process User input 0 (max 12ms to get into next frame)
    • User input 1 (will be received in 20ms if wired)
  • Wait 12ms
  • Frame 0 ready
    • Show Frame -1
    • Start interpolating -1|0 (should take less than 16ms)
    • Start rendering Frame 1 {includes User input 0} (will take 33ms)
  • Wait 8ms
    • Process User input 1 (…won’t make it into a frame before User input 2 is received)
    • User input 2 (will be received in 20ms if wired)
  • Wait 8ms
    • Frame -1|0 ready
  • Show Frame -1|0
  • Wait 12ms
    • Process User Input 1+2 (…will it take less than 4ms?)
  • Wait 4ms
  • Frame 1 ready {includes user input 0}
    • Show Frame 0
    • Start interpolating 0|1 (should take less than 16ms)
    • Start rendering Frame 2 {includes user input 1+2… maybe} (will take 33ms)
  • Wait 16ms
    • Frame 0|1 ready {includes partial user input 0}
  • Show Frame 0|1 {includes partial user input 0}
  • Wait 16ms
  • Frame 2 ready {…hopefully includes user input 1+2}
    • Show Frame 1 {includes user input 0}
  • […]

So…

  • From user input to partial display: 66ms
  • From user input to full display: 83ms
  • Some user inputs will be bundled up
  • Some user inputs will take some extra 33ms to get displayed

Effectively, an input-to-render equivalent of between a blurry 15fps, and an abysmal 8.6fps.

Could be interesting to run a simulation and see how many user inputs get bundled or “lost”, and what the maximum latency would be.

Still, at a fixed 30fps, the latency would be:

  • 20ms best case
  • 53ms worst case (missed frame)
Boomkop3,

You’ve just invented time travel.

The basic flow is
[user input -> render 33ms -> frame available]
It is impossible to have a latency lower than this, a newer frame simply does not exist yet.

But with interpolation you also need consistent time between frames. You can’t just present a new frame and the interpolated frame instantly after each other. First you present the interpolated frame, then you want half a frame and present the new frame it was interpolated to.

So your minimum possible latency is 1.5 frames, or 33+16=59ms (which is horrible)

One thing I wonder tho… could you use the motion vectors from the game engine that are available before a frame even exists?

jarfil,

You’ve just invented time travel.

Oops, you’re right. Got carried away 😅

could you use the motion vectors from the game engine that are available before a frame even exists?

Hm… you mean like what video compression algorithms do? I don’t know of any game doing that, but it could be interesting to explore.

Boomkop3,

No, modern game engines produce a whole lot more than the necessary information to generate a frame. Like a depth map and such. One of those is a map of where everything is going and how fast.

It wouldn’t include movement produced by shaders, but it should include all polygons on screen. which would allow you to just warp the previous frame, no next frame required

Kolanaki, do games w How many games do you manage to play at the same time?
!deleted6508 avatar

I used to run 7 instances of Ultima Online at once so I could play all my characters at the same time.

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