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Gaming / I worry about Atooi and Jools...
« Last post by Cyartog959 on Yesterday at 11:44:35 pm »
I'm not putting anyone down or anything like it, but I truly do worry about Atooi's status as an indie game company and Jools, the founder, managing it and the game projects being worked on, and priorities shifted many times that kept its release being completely settled and finalized.

For one, we were supposed to be having Treasurenauts, the long-developed game still in the belt, but constant delays and priority changes to other projects and matters outside of game development has been hurting so much for the game and the people wanting to play it for so long, it shredded their patience and anticipation for the game in their hearts and minds, even stemming so much doubt in others that game could ever be released as time goes by. Even I feel doubt, too.

Why, even the words about the game being "ready when its ready" really comes into question about the project's well-being in development, as well as other games suffering constant delays without warning nor notice. Hatch Tales suffered too much from delays and slight hesitation about appeal to people, when its meant to be universally applicable. That, and the game's marketing might've been better off handled to someone else that is more experienced at that field, but have hopeful, positive visions in them.

For a lead having too many hats in one sitting, and with so many created IPs, Jools should've handed a few of them to others to speed things up.

I guess for tools Jools has for game dev work on his belt, I believe he uses Pro Motion NG, and Photoshop to put together the games' aspects, mainly because games like Mutant Mudds and Chicken Wiggle are all hi-bit pixel art games in their own right, and other games uses Unity as their engine, but such games uses its own created proprietary in-house engine; that of which was made for Treasurenauts originally, but Mutant Mudds had ghost levels in the works that had alpha transparency in them for its final update, back when Renegade Kid was the IP holder for it, so you know, and the previous engine wasn't capable of that, even on the 3DS, so, work on moving everything to its new engine and testing had to be done first before it can be updated to the original 3DS version, to complete the whole package.

Adobe's Illustrator, I think, was also used for Hatch Tales' content and vector-based graphics, too. Perhaps a better, more efficient program could've made it easier to make vector graphics.

I think Jools' workflow, in my perspective, needs to be improved by using Aseprite, which does pixel art a lot better than Photoshop, Tiled Map Editor, that does a lot better for level editing, compared to Pro Motion NG's capabilities, because by using them, they can streamline a lot, as it does for other devs and studios, so games could be done quite quicker with very minimal delay, especially when it comes to preparing all planned content ready for coding, testing, and then launches.

Communication should've also been better about progress on game projects, because without any form of transparency, how is anyone going to gain trust in these kind of developers, the players, and the games they were looking forward to playing them when they've been delayed and kept in the shadows for far too long?
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Map Gab / Re: VGMaps.com now has over 50,000 maps!
« Last post by Cyartog959 on Yesterday at 10:47:21 pm »
Measurements in meters or square meters really don't mean enough to be listed on the atlas pages.
And technically, it could be applied to 2D games as well, but we're not going to do that.
Even now, as it is, some days I wonder if the pixel area and filesize are even necessary, so I'm definitely not going to add another column with limited value.

Calculating it isn't easy for multiple games, let alone just one.  For one thing, it's completely arbitrary what scale is in each game.  It's usually calculated by taking the known height of a character.  But what if that isn't known, or it's some abstract game?  Or if there are changes in perspective or game modes, you have to calculate them for each one?

It can be interesting in certain instances (like comparing the cities of GTA-style games, or open worlds in general), but not something you can realistically expect to be applied to maps "en masse".  If you still want to discuss the intended area of particular game maps, that should be a different topic thread.

I didn't say calculating the field distance meters would be easy nor impossible; just thought that would be a little necessity for 3D game maps. I'm not making that a big priority, too.

I mean, sure, its nice to see how long or large 2D maps can go, but when it comes to seeing and playing 3D games, my mind sometimes wonders, "how much distance meters do these 3D fields have?".

Pixel areas and file sizes are indeed necessary for maps, to me and plenty of people, anyway, because knowing is already natural as well as learning. It is already worth good effort for people to learn and have some knowledge in it as well as the experience without them feeling they're wandering off too much going blind, so to speak, or not knowing how long any game map it takes for anyone to go through and reach the goal.

Knowing is only half the challenge, but calculating is part of it, too, depending on the matter.

Yes, it does require effort, I know, and I'm not expecting too much on the matter, but I won't worry about it.

OK, I'll do a thread on that subject at a later time.
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Map Gab / Re: VGMaps.com now has over 50,000 maps!
« Last post by JonLeung on Yesterday at 09:50:09 pm »
Thank you so much, Jon, for making it possible for all of us to contribute to this amazing internet project you began so long ago. And I'm happy to have been a helping hand in reaching the 50,000 milestone. :D

It's been a lot of fun viewing all of these "windows" into the state of the website these past few weeks. ;D

And wow, I definitely wasn't expecting to be the fifth most active contributor on VGMaps! Have I really done that much?!

You're welcome!

I have a few more stats I could show off, and probably will (just not tonight), but it's definitely winding down, there's only so much that's worth saying.
Glad people find them interesting!  I knew this one about how much the top mappers have contributed would get people's attention!

Yeah, you're up there, FlyingArmor.  Is there really any doubt?

What I find interesting is that the top five contributors are all about 1000 maps apart from each other.  That's pretty even!

There's some mathematical theory or law or something about how when something is big (like population, for instance), the largest one will be considerably larger than the second, whose difference from the third isn't as big.  Probably some distribution thing I can't remember right now, and Google's not helpful.  Maybe it applies to map sizes, seeing as how G.E.R.'s latest huge map is three times bigger than his previous one, as mentioned here.

In any case, it's clear from that table that this site's content and success is due to you guys, so I should be thanking you.  I mean, just look at that!
G.E.R. alone has made almost 11% of maps on this site, that's over one-tenth - and almost one-ninth - of ALL of this!  The top 12 mappers alone have made up half the site!
Guard Master only recently starting sharing his maps with VGMaps, with so much of it in 2026... which is amazing, already shooting up to 7th place by providing 1/40th of VGMaps.com in a short amount of time.

So thank you all again for your hard work!  This community may be small, but it's amazing.
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All of human evolution and technology have led to this achievement. NASA is jealous of these image dimensions. 420,000 screenshots is like.... 5% of the satellite images google maps uses to make a coverage map the entire planet.
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Map Gab / Re: VGMaps.com now has over 50,000 maps!
« Last post by VGCartography on Yesterday at 07:30:48 pm »
Thanks for the cool data, Jon. This is good stuff.

Also, those Silksong map dimensions. G.E.R. is truly a madman  :)
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Map Gab / Re: VGMaps.com now has over 50,000 maps!
« Last post by FlyingArmor on Yesterday at 11:29:38 am »
Thank you so much, Jon, for making it possible for all of us to contribute to this amazing internet project you began so long ago. And I'm happy to have been a helping hand in reaching the 50,000 milestone. :D

It's been a lot of fun viewing all of these "windows" into the state of the website these past few weeks. ;D

And wow, I definitely wasn't expecting to be the fifth most active contributor on VGMaps! Have I really done that much?!
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Maps In Progress / Re: FlyingArmor's Map Projects Present and Future
« Last post by JonLeung on Yesterday at 09:07:34 am »
Have faith, and peace and prayers to Jon and the forums' staff to resolve such situations.

Your faith and prayers are misplaced; they would be better applied to something more productive.
Considering the state of the world, there are more pressing things you should pray for.  Even if God is omniscient and omnipotent and therefore able to hear every prayer and infinitely kind and patient that he doesn't mind you asking for any little thing, I think it would still be better to show what you value by thinking about real world issues when you pray... instead of the condition of the forums on a video game maps web site.

Anyway, I'm aware of the forums timing out and choking up frequently lately.  I'll bring it up with bustin98 again.
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Map Gab / Re: VGMaps.com now has over 50,000 maps!
« Last post by JonLeung on Yesterday at 09:00:32 am »
Hey! I just remembered something that's been forgotten/overlooked in the midst of our celebration!

Presently, for 3D games, VGMaps doesn't count the length of maps in distance meters, kilometers/square kilometers, miles, and so forth. The many game console atlas pages that have 3D game maps in the site, regardless of perspective, doesn't have their meter size counts alongside pixel and data file sizes, for traveling in different directions.

As I recall, from the GDC 2009 YouTube video presentation Sega made about Sonic Unleashed after its launch, the stages ranged from 5 to 20 square km, spotted at minute 43:28 in the video(I've left a video link to it in one of my posts). This led me to think, "What many other 3D games do have their meter size counts?".

I just had this thought after seeing your numerous calculations for select maps that are the longest, largest, narrowest, smallest, etc., etc., and my mind went "DING!" through a little thinking, and that's where it hit me.

Jon, if you're around, perhaps the atlas pages may need a new distance meter count section for 3D game maps added sometime soon. Think about it. I'm curious to see what they are.

Measurements in meters or square meters really don't mean enough to be listed on the atlas pages.
And technically, it could be applied to 2D games as well, but we're not going to do that.
Even now, as it is, some days I wonder if the pixel area and filesize are even necessary, so I'm definitely not going to add another column with limited value.

Calculating it isn't easy for multiple games, let alone just one.  For one thing, it's completely arbitrary what scale is in each game.  It's usually calculated by taking the known height of a character.  But what if that isn't known, or it's some abstract game?  Or if there are changes in perspective or game modes, you have to calculate them for each one?

It can be interesting in certain instances (like comparing the cities of GTA-style games, or open worlds in general), but not something you can realistically expect to be applied to maps "en masse".  If you still want to discuss the intended area of particular game maps, that should be a different topic thread.
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Map Gab / Re: VGMaps.com now has over 50,000 maps!
« Last post by StarFighters76 on April 09, 2026, 07:32:25 pm »
Well this is quite a thing to happen! ^_^
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Map Gab / Re: VGMaps.com now has over 50,000 maps!
« Last post by JonLeung on April 09, 2026, 07:18:57 pm »

Over 400 people have submitted maps to VGMaps.com: The Video Game Atlas!
Thanks to G.E.R. for providing the data on these video game cartographers!
It helped me to make this table of the top 30 mappers showing how many maps they've made, including how many that are for their fave platforms!

It's insane that G.E.R. alone has created almost 11% of the entire site's content by himself!

Is your name on the list?
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