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The Cutting Room Floor talk:Common Things

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Unity plugins (GridBox_*)

I recently noticed that the Yooka-Laylee page details several development 'grid' textures. These textures (or some of them, at least) appear to, from what I can tell, originate from the Unity plugin 'Measure Lines', and they're not unique to Yooka-Laylee; for example, present in Dr. Langeskov [...]'s files are GridBox_Collider, GridBox_NoDraw, GridBox_Trigger, and the original version of GridBox_Default. The first alternate version of GridBox_Default that was discovered in Yooka-Laylee I've also discovered in another Unity game (Bellular Hexatosis), along with the four grid textures found in Dr. Langeskov. A quick Google search reveals that this alternate version of the file appears to be from the plugin 'It's A Road Tool'. I'm not sure about the coloured grids or the third default grid... Googling for whatever their original filenames are might turn something up, if they aren't unique to Yooka-Laylee. But the point is, the other textures definitely aren't unique to any particular game, and probably appear in other Unity games. Would it be worth moving them to this page? --periaster (talk · contribs) 14:00, 18 April 2017 (EDT)

Much delayed, but yes, it would be worth moving those here and putting them in a gallery. --From: divingkataetheweirdo (talk) 21:06, 30 December 2017 (EST)

Common text strings for Intel i960/80960 CPU architecture games

It appears Speed Racer (Arcade), Daytona USA (Arcade) and Cyber Troopers Virtual-On (Arcade) contain similar development/debugging text, when in fact this text is inherent to all Intel i960 architecture programs as a fault table. Granted the library of games is very small, only applying to the Namco System FL and Sega Model 2/2a/2b/2c arcade systems, and that the way these games handle and display the fault table may differ (which might be worth including) but I do believe that because all these games contain this text it should be noted in the TCRF's Common Things. Would anyone care to weigh their two cents on this? --Biggestsonicfan (talk) 22:05, 24 May 2021 (UTC)

European PlayStation Memory Cards

Is this common? While comparing some Memory Card save icons from this video and GameFAQs, I noticed that some US and JP games that have animated icons became static in their European versions, examples including Mega Man: Battle & Chase, Crash Bandicoot 2, Crash Bandicoot: Warped, Crash Bash, Spyro the Dragon, Um Jammer Lammy, Klonoa Beach Volleyball, and Castlevania: Symphony of the Night (at least a few of its many icons, haven't checked all).
Some of the static icons had their frames removed (or at least they aren't loaded on VRAM, they could still be on disc. Examples are Crash Bandicoot: Warped and Klonoa Beach Volleyball), but others kept them, just being unused (Mega Man: Battle & Chase and Crash Bash).
But this isn't true for every European game. From the games I checked, only the icons from Spyro 2: Ripto's Rage! and JoJo's Bizzare Adventure remained the same.
I assume it was done to give space to memorize the selected language (Although not all of them have a language selection, possibly being for other data, if any), as the original could lack space for this change? --Metalman (talk) 20:57, 25 February 2022 (UTC)

Game Maker Studio contents

Long story short, there's a few basic early contents that's used in early builds of Pizza Tower that either aren't there, or are absent, from the finished game; Of these are splash screens that mention the game was "Made with Game Maker Studio", a graphic set for a Comic Sans typeface (used for the disclaimer screen in the Early Test Build), and also a more generic sans serif (that I don't seem to recall I think being used anywhere; I'm admittedly unsure if it's Arial or not)… Beyond the Game Maker Studio logo splash screens, I'm not well versed in GMS and GMS2 development. Are these assets common leftovers in Game Maker Studio projects, or were at least the font sets created solely for Pizza Tower's development? Nunof Yerbizness (talk) 18:38, 27 May 2023 (UTC)