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Messages - /dev/sr0

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16
Games / Re: Super Smash Bros. Ultimate
« on: June 17, 2018, 11:19:07 AM »
I thought Nintendo were off their nutter when I saw Daisy as a playable character, but then Fox used his assist trophy...
I thought it was a good way for them to acknowledge clone characters.

i'm gonna main daisy

i can actually see this being much more competitive than smash 4 but not as much as melee which is pretty fine tbh
there's also like a huge number of stages coming back and there's gonna be a hazard toggle too so a lot more legal stages are gonna be available
Source on the hazard toggle? That could give us a forgetton of legal stages.

17
Games / Re: Block Party [Update, Mobile Game Progress pg. 116]
« on: June 14, 2018, 07:37:02 PM »
If the community is still interested in the PC version, I'll continue working on it. I'm just not confident I can get the more technical aspects of the game finished by myself; hopefully I can get another scripter / programmer on board later on to help with that.

Btw, I'm currently adding multiplayer support.
I'll do it

18
Games / Re: Super Smash Bros. Ultimate
« on: June 14, 2018, 06:10:25 PM »
First clip wasn't a wavedash, that was just rolling.
I've been conned

All of the melee players say that while they are there, they haven't found wavedashing very useful due to the landing lag.
Wave land might be useful, but its very laggy aswell.

Only time will tell, but I hope they improve that. They seem willing to listen to competitive players this time around.

Kinda hope they will :cookieMonster:
IIRC it's got a whole 20 frames of lag while Melee has like 12 or something. (not sure how people found this out with limited access to the game but w/e)
Also since it uses a dodge, it stales out your other dodges.

I imagine it'll be somewhat useful and really cool to see in combos, but not nearly as spammable as it is in Melee.
That kinda makes it better imo.

Also you can do smashes and tilts out of dash anyway, so it would only really be useful for landing immediately on platforms or approaching with reversed moves.

19
Games / Re: Block Party [Update, Mobile Game Progress pg. 116]
« on: June 14, 2018, 05:31:13 PM »
oof

that changes pretty much everything
I don't imagine many people are here for a phone game

20
Games / Re: [news] DOOM ETERNAL IS OUT
« on: June 14, 2018, 04:51:01 PM »
Nice bait.
*literally anyone pointing out something someone says that points out you dont know stuff about what you're talking about*
you: "Nice bait."

This is also bait.

You know, at some point you just gotta let him call it skyrim 6

21
Games / Re: Super Smash Bros. Ultimate
« on: June 14, 2018, 03:04:18 PM »
Yea but like, in the older games you had to do certain things to unlock the characters, and it took time and effort for some of them.

If I recall, in 4 all you had to do is play a small number of matches.
(unlockable characters in smash for Wii U)


In smash 4, you could unlock characters by completing their challenges or playing the required amount of versus matches.
There's only 8 unlockable characters though. In SSBU there will easily be more than 50.
Considering the amount, they might drop the vs match requirement and just have them unlockable via challenges to make getting the full roster an adventure, but a lot of players just want to get the characters fast due to tournaments and such.

I think a good compromise might be to do unlocks via a Subspace Emissary-like adventure mode, where in order to get the characters on your team, you have to meet them in the story.
That would be awesome, and it would give players a straightforward way to unlock characters.

22
Games / Re: Super Smash Bros. Ultimate
« on: June 14, 2018, 11:27:48 AM »
or like... good singleplayer/co-op content like any of the old smash games

all those challenges, the 'story' modes, break the targets, race to the finish.

none of this angry birds and mario party bullstuff



oh and like. a reason to do it all. like unlocking stages and characters. because that's part of what kept me and my bro playing stuff like melee
Didn't they mention something about unlocking the characters and how it'll feel like you're recruiting them to your roster? That makes me think there will be some kind of special mode you play where you unlock the characters after fighting them

Maybe something like Classic Mode from Melee if not a full-on story/adventure mode
They would never not include Classic Mode. We're 5 smash games in, why would they just cut things that have always been there?
I would love another huge full story mode with cutscenes and stuff though.

As for characters, they said in the E3 presentation that you will start with the original 12 smash bros characters and unlock the rest. There's like 65 characters total.
And considering how unlocking stages has worked in the past, I'm fairly sure that will stay too.

23
Games / Re: [news] DOOM ETERNAL IS OUT
« on: June 13, 2018, 10:50:23 PM »
2. oh boy yet another serious sam clone that relies on "DUDE ITS SO GORY AND BADASS AND THIS MUSIC HAS SO MUCH STUFF GOING ON THIS IS THE MOST BADASS GAME EVER MADE"
Doom 4 was genuinely fun though. It's a fast-paced action shooter with unnecessary parts trimmed out like sprinting and reloading.
The progression of weapon and armor upgrades constantly keeps things varied through the campaign, and the crazy amount of secrets and exploration makes the game hella replayable.
Sometimes it's just great to have some dumb fun with minimal story attached.

Also Doom games came way before Serious Sam.

stuff
what kind of liberals are against violent video games
isn't that a fox news thing

24
Games / Re: Super Smash Bros. Ultimate
« on: June 13, 2018, 10:36:13 PM »
hey wanna see zero straight up use a wavedash to retreat in the middle of a dash

https://youtu.be/nbETnQkO9W4?t=5m44s
at 5:44

this was in grand finals
wavedashing might have lag now, but it can still be used for faking people out

also here's a fox demonstrating platform wavelanding, which could be used for cool as forget combos
https://youtu.be/_5BQA0LAOpA?t=25s
at 0:25

we got melee tech in smash 5 boys

25
Creativity / Re: Pixel Art
« on: May 24, 2018, 11:51:35 PM »

"Dude, wait, you've got the wrong idea"

26
It might be cool to make all these UI elements resizable and movable by client-side mods.

You could also let server-side mods add UI elements for whatever gamemode the server is doing

27

This is all great as long as there's a button to show/hide the backpack. (like 'I' or something)

Although maybe the brick hotbar should go up top instead of stacked on top of the items.

28
Then how about letting the player have only one inventory for items (ignoring bricks here!), at the minimum being a hotbar, which can be extended to any number of slots? The first 9-or-so slots (configurable) can be shown as hotbar on the HUD, with the remainder (also configurable) being hidden like a backpack, accessible by a keypress.
I like this idea.

I can release it as an external add-on if that would be best. But yeah, I would like to have some type of RPG system players can use right away, once the game is released. It would also provide an easy reference for those who want to make their own later on as well.
I think this would be the best way to implement the RPG system.
It should be possible to remove and replace in case someone wants to make a different one.

29
Games / Re: E3 thread, speculation and hype
« on: May 23, 2018, 01:42:00 PM »
smash wins

30
Off Topic / Re: thundercats roar - new CN series
« on: May 23, 2018, 11:18:51 AM »
he's wearing latex
latex hair?

I can't believe I've missed the hottest new trend

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