La seconda gif in particolare mi induce a pensare che sia sia una nuova funzione nei tasti
vero ci avevo fatto caso anche io, quei coltelli ruotano in maniera indipendente dai movimenti del personaggio
una lista di feature che mi pare non siano state ancora postate:
[QUOTE]The ability to save and return to a game session. This could not be done originally due to Flash limitations.
The remake will feature local two player co-op, but no online multiplayer as to avoid extending the development time any further (it will not be included in an online patch, either). The co-op will be splitscreen, the second player will be able to drop in at any time, and the game will scale accordingly.
Edmund stressed the importance of the fact that there is only one Isaac, so the second player may have a more unique role.
A feature that allows the player to export a picture of their Isaac after the end of the run will be included.
The game will have full-screen support and more resolution options.
There will be an “easy mode” for newer players and a “hard mode” for more experienced players, the latter giving away a few new rewards that are unattainable in other difficulties.
Rebirth will support all controllers that would normally work in a non-Flash game.
The various pictures shown of the game only display the basic art; new animated effects will eventually be added, such as fog, smoke, lighting, water drips, moving grass, etc.
Soul Hearts will be capped at the end of the health bar in Rebirth.
Soul Hearts going off the screen in the original game was a bug. They were intended to be capped at the end like regular Heart Containers, but Edmund liked the mystery, and the bug was not patched.
It will be possible to have more than 6 Familiars at a time in Rebirth, which was not possible in the original game.
Rewards for completing bosses/floors/runs under certain times will be provided in order to give an incentive for “speed runs”. Most of these rewards will be item unlocks.
The game will have more modding support than the original game, although Edmund is unsure as to how he can support modders.
The Polaroid Trinket will be no longer be needed to go to The Chest, and will be changed into a passive item.
Edmund wants to balance unfair rooms and “ham-fisted” bosses that depend on the player’s items rather than their skill. He said that he originally wanted The Binding of Isaac to be more of a bullet-hell style game, but it lagged Flash too much, resulting in the current Binding of Isaac.
The “Faith” stat will actually be in Rebirth, probably increasing the chance of an Angel Room appearing.
The PS4 and PS Vita will probably have multiple save slots available.[/QUOTE]

E' infinito
Mi immagino un binding con i puzle per risolvere un piano
Tipo che ti da i pezzi (bombe chiavi ect) esatti per completare un livello ma hai 1 scelta su 3, sarebbe spettacolare.
Non so se ho reso l'idea...
L'unica che non gl'ha fatto storie è stata la Sony, ma credo, che la PSP digerisse male il flash
Alla fine forse Rebirh è il gioco come doveva essere, prendi i Soul , su Reirth li cappa, adesso non sai quanti ne hai perchè dopo un tot non te li mostra più , puzza di cosa lasciata a metà , come i vari indicatori di Danno Velocità ect ect, non ci si capisce na sega se un item si somma o meno.
Maxa il danno e usa il libro di Belhia (o come si scrive) ti accorgi che fai più danno ma la barra non lo segna , e cosi anche per altre cose.
Insomma, andava rivisto da zero e basta




[QUOTE]Meet the Bony!
so this weeks enemy tease is actually the 1st enemy in isaac not designed by me.. its was designed by Matt, the lead artist. here is his design doc.
i really loved the simplicity of its ai as well as its look, it fits perfectly into the isaac world, looks bold and is a bit of a challenge.. as you can see here.
one on one in a large room they arent so bad.. but if you end up fighting more it might be a good idea to call in reinforcements! (if you have the option)
next week i hope to start showing the near final look of the game, more effects, details, environmental stuff.. and maybe some larger rooms? who knows!?
[/QUOTE]
AAAH

https://twitter.com/tyronerodriguez/status/461556045953773569

EDIT:
Also nuove immagini



Quant'è creepy

[QUOTE]EdmundM:dont get too excited, when tyrone posted that we are showing isaac today, he didnt mean to you, just a select number of cool kids who write
[/QUOTE]
Consoliamoci con altri screen:

Raccolta di immagini e video di Rebirth

Time To Fap [quote]so something i wanted to do in isaac that we couldnt do mostly do to flash “sprites on sceen” limitations were large rooms and large mobs.
The 1st thing i talked to tyrone about when listing out my dream additions for rebirth was larger room sizes… and last week that became a reality.
im still experimenting with what can be done with larger rooms.. But boy does it change things a bit. Larger room types are of course more rare than small ones, the rarest being 2x2 rooms with larger mobs like this…
but they are by far the most fun, and dificult. Its crazy what giving the player/enemies more room can do for the game.
Can you imagine a double wide room where you fight 2 bosses at once… because i can.
We are also currently working on polish, if you look close at the gifs above you might notice a few new details, moving grass, pieces of paper, tiny animated mushrooms. As the weeks go by we hope to have the caves dripping wet with small streams of water, puddles you can walk through, dust falling from above and tons of other subtle details that will really make things pop.
we have even started experimenting with non-enemy creatures with basic ai that inhabit rebirth. You can see a few fruit flys and other bugs flying/crawling/dying around the room. Im quite happy with how things are coming together.. What do you think?
I wanted to show some of the full screen effects today but the god rays were making the gifs over 20mb :) so i think next week i might have to move to full videos.
Time to fap
[/quote]its growing!
