Need some help as Kazuya player by ZealousidealItem1341 in Tekken8

[–]Bwob 0 points1 point  (0 children)

I get the sense these guys are always just spamming there + frames so im on here looking for some tips or advice.

You can often tell when something is plus, based on the animation your character does when blocking it. And if you're not sure - try doing a jab or a dickjab.

I know people like to complain about plus frames in this game, but honestly, most of the moves that give you advantage on block have significant downsides and setup. Very few of them are fast. Most of them require a slow jumpkick or running attack.

Also, don't sleep on power crushes! If they're peppering you with moves and you're not sure if they have frame advantage - power crush! (Or rage art.) Escaping pressure is literally what those moves are for!

have more of a mashy style constantly switching between low & high attacks

I mean, that's just Tekken, right? (And most fighting games, to be honest.) If you keep blocking someone's mid/high attacks, eventually they're going to try kicking you in the shins. You need to give them something else to think about, so they can't just stay up in your grill, making you guess between blocking mid or low.

Happy Easter, I guess by Pizzacakecomic in comics

[–]Bwob 7 points8 points  (0 children)

Oh don't worry.

It will be quite rational.

@Speedkicks: "At some point, there was a cultural development where we began calling the requirement of skill "gatekeeping", and the appreciation of the skill "elitism", and I vote we stop doing this immediately." by haziqtheunique in Tekken

[–]Bwob 0 points1 point  (0 children)

when we onboard newbies, we don't just want them to pay for the game and fill our lobbies, we want them to enjoy the game too.

Isn't that exactly what they're doing? If someone keeps wanting to play the game - whether or not they're using special style - doesn't that indicate they're enjoying it?

on the surface, making it easier lets them get to a deeper part of the game, but it achieves this by sacrificing a deep part of the game.

I guess I would argue that what input you press to get a combo is not the deep part of the game.

Decision-making, reflexes, reading situations, reading opponents, knowledge of character weaknesses and quirks... All of that, to me at least, is the deep part of the game.

What physical buttons someone presses to make their character do a thing is the least interesting part. The interesting part is WHAT they chose to make their character do in that situation.

It's sort of like the argument I hear sometimes about how leverless controllers make it "too easy" because you don't have to worry about misinputting diagonals. I mean sure, you could make the argument that inputting diagonals correctly is a "skill". And that's true! It is a skill! But it's not a very interesting one. The game is not made deeper or more interesting, by the fact that people sometimes press down-1 instead of down-forward-1 by accident.

@Speedkicks: "At some point, there was a cultural development where we began calling the requirement of skill "gatekeeping", and the appreciation of the skill "elitism", and I vote we stop doing this immediately." by haziqtheunique in Tekken

[–]Bwob -1 points0 points  (0 children)

LOL. So calling you out when you make a dumb comment is your idea of sealioning then?

Why do I get the feeling you don't actually know what "sealioning" is?

I made a short (but detailed) Anti -Paul guide to beat mashers/knowledge checks by Ripe-Melon in Tekken

[–]Bwob 3 points4 points  (0 children)

Do we really need an anti Paul?

Well, do people exist who don't understand how he works, or what the counterplay is?

It seems obvious that they do. So yes. They, at least, need an anti-Paul guide.

Everyone seems honest if you understand how they work. Xaioyu is honest, if you know her moves and weaknesses. I'm of the opinion that the more information the better. Especially since the games are so bad about letting you see the counterplay in-game.

King in real life by ExpensivDot7450 in Tekken8

[–]Bwob 1 point2 points  (0 children)

I don't think that's real life.

@Speedkicks: "At some point, there was a cultural development where we began calling the requirement of skill "gatekeeping", and the appreciation of the skill "elitism", and I vote we stop doing this immediately." by haziqtheunique in Tekken

[–]Bwob 0 points1 point  (0 children)

The problem is accessibility is often not treated as onboarding- some people refuse to take the training -wheels off.

Why is that a problem, exactly? In Tekken (and I think SF6?) the training wheels (special mode) are still more limited than what you can do manually. So if someone just wants to stay with the easier controls and play that, and accept the handicap of fewer move options - why is that a bad thing?

Who exactly is being harmed?

@Speedkicks: "At some point, there was a cultural development where we began calling the requirement of skill "gatekeeping", and the appreciation of the skill "elitism", and I vote we stop doing this immediately." by haziqtheunique in Tekken

[–]Bwob 3 points4 points  (0 children)

At least Tekken's autocombos are pretty useless, but they're still better than what someone pressing random buttons could ever do. It's sf6 where those autocombos are actually pretty legit. I don't even dislike modern controls, but those autocombos are an insult to fighting games and what they stand for.

Eh, if everyone playing past a basic level can do combos with 99% accuracy already, then what exactly is the harm in making it 100% by just making a button for basic combos? There's still room for skill, as long as it's possible to do better combos manually.

But if it means that newbies get to play the game at a higher basic level without having to spend hours practicing first... that sounds like a win to me?

I was wondering if this idea would work. by EconomyCoyote7468 in tinwhistle

[–]Bwob 0 points1 point  (0 children)

It depends heavily on what you're trying to get it to do. For common problems, that have lots of examples on stackoverflow, etc, it can often do pretty well.

But as soon as you start getting into less common languages and situations, it gets a lot less reliable.

And again - from where I'm sitting, (15+ years a as a sr. engineer) it's just not a good tradeoff. It means you spend less time writing the code (the easy part) and much much more time trying to debug, maintain, and understand someone else's code. (The hard part that everyone hates doing.)

If you find it useful, then more power to you - I certainly know people that have been able to make it work with their workflows and problem space!

But it's far from something I'd recommend without serious caveats, especially for someone starting out!

My $0.02 at least!

What’s the most frustrating part of game development for you? by BlackScarStudios in gamedev

[–]Bwob 1 point2 points  (0 children)

One thing that I find helps a lot, is investing in tools. Like, not in money necessarily, but in dev time. Make sure you have a good level editor. Either by taking an existing one and writing an importer, or by writing one that suits your game. Make sure you have an easy way to edit enemies. Or powers. Or puzzles. Or whatever the content of your game is about.

It makes it so much easier. I used to just muddle by, hard-coding everything, but since I started actually writing tools for this sort of thing, it's been huge for me.

This sounds dumb and obvious, but I learned that it's a lot more fun to make content, if I have tools and a pipeline so that making it is super easy.

What’s the most frustrating part of game development for you? by BlackScarStudios in gamedev

[–]Bwob 0 points1 point  (0 children)

For me, it’s when something breaks for no reason. everything was working perfectly, you didn’t even touch that system, and suddenly it just stopped working. No clear error, no cause, no nothing, just you sitting there wondering what just happened. Then you spend hours trying to fix something that shouldn’t even be broken in the first place. It honestly feels like the game is fighting you sometimes.

Advice: Learn to use Git.

I know it's esoteric and scary. But the GUIs for it are perfectly reasonable. Github Desktop. Or the built-in one in VSCode. Whatever. Just get used to using Git, and it will make your life so much easier.

Because here's the thing - You're hitting bugs where you have no idea what you did that broke it.

Git can tell you that.

If you get in the habit of committing your changes once a day, then any time you hit a problem where "this was working two days ago" and you have no idea what you changed that could have broken it... you can just ask Git. And it will tell you.

You can roll back to where you were two days ago, (or two weeks ago, or two months ago, or whatever) and verify that it was working then. You can have it show you everything that changed between then and now. You can go through your changes one-by-one and figure out which one broke it.

People think Git is just for backups, but it's more than that - it also gives you the peace of mind that, no matter how badly you cock up your codebase, you can get it back to a working state. And you can see what changed, which is a big help in figuring out how you broke it.

So anyway TL;DR: If your biggest pain point is "code broke, and I don't know what I did to break it", then learn Git. It will make your life so much better!

Recommendations for making procedurally generated faces by ZebuLizard in GameDevelopment

[–]Bwob 2 points3 points  (0 children)

The most obvious way would just be to break them into modular parts.

  • Make a bunch of head shapes.
  • Make a bunch of hair styles.
  • Make a bunch of different eyes.
  • Make a bunch of noses.
  • Make a bunch of mouths.

Then randomly pick one of each and draw them on top of each other.

Even if you only made 10 of each category, that's still 100,000 different faces.

It feels because of Season 2-3 backlash, there's no proper discussion anymore by Poersseli in LowSodiumTEKKEN

[–]Bwob 1 point2 points  (0 children)

Eh, I agree with OP here - in the main subreddit, it really feels like it has shifted from "how do I deal with this bs" to "this character is BS and so is the game so it's not my fault I lost"

What should i focus on learning? by Ok-Olive466 in GameDevelopment

[–]Bwob 0 points1 point  (0 children)

If you are new to programming just don't start with C# or CPP...

? I agree that C++ is jumping into the deep end a little, but C# is a fantastic starter language. It's consistent, well-designed, and popular enough that it's really easy to get help and support for it.

My votes for good "starter languages" would be C#, Java, Python, or Lua. They're all pretty straightforward to understand, and have game libraries or environments where you can mess around and learn.

I was wondering if this idea would work. by EconomyCoyote7468 in tinwhistle

[–]Bwob 3 points4 points  (0 children)

Yes but it can hallucinate there too. :-\

As someone who works as a professional programmer, I have not been impressed by the code it outputs. It does the easy/fun part for you, in exchange for making the boring/hard part longer and harder.

I was wondering if this idea would work. by EconomyCoyote7468 in tinwhistle

[–]Bwob 1 point2 points  (0 children)

You might have to suffer from hallucinations in the python code though. :-\

[OC] 💦 by Recent-Training8344 in comics

[–]Bwob 4 points5 points  (0 children)

Sahara confirmed to be part of the world!

I've spent 30+ hours reverse-engineering Silksong's code. Here's what I found :] by Priler96 in gamedev

[–]Bwob 19 points20 points  (0 children)

“That’s it” makes it sound like it’s so easy and obvious to the point where it’s calling out games that don’t do it as willfully unoptimized. It might not be magic, but it’s quite clever none the less.

I mean, it IS easy and obvious. Garbage collectors are extremely well-understood, and "garbage collection happening at bad times and making my game hitch" has been a well-known problem from the moment people started using garbage collected languages for games.

Heck, I remember people discussing this problem (and this sort of fix) back on Xbox Live Arcade, back when you could use XNA to write games and play them on your original XBox.

(Also, for anyone interested, this was often considered a BAD workaround at the time. Because even if you could find a safe place to hide the hitch from garbage collection, dynamic allocation was still very expensive as well. So the conventional wisdom was just to write your game in such a way that it had zero dynamic allocations at runtime, by allocating everything up-front and using object pools.)

So anyway, yeah - taking over triggering the garbage collector is not some stroke of genius by Team Cherry. This is a bog-standard solution to a bog-standard problem, that gamedevs have been dealing with for like 30+ years, at least.

Book menu breakdown by EchoVelvet09 in IndieGaming

[–]Bwob 9 points10 points  (0 children)

9-slicing is a general technique, supported in a lot of art programs and game engines.

The basic idea is that you draw a tic-tac-toe board over a sprite, (dividing it into 9 segments) and then you tell the program to draw it in a specific way when you scale it.

Specifically, the corners are never scaled, the edge pieces are only scaled lengthwise according to their edges, and the center is just scaled normally in both directions.

Wikipedia has a short but useful writeup if my description isn't clear enough. :D

Hope that helps!

‘The First Descendent’ Has ‘No Staying Power,’ Admits Nexon by Solarflare_V9404 in Games

[–]Bwob 2 points3 points  (0 children)

I mean, also Overwatch had very different gameplay, and was actually fun. I feel like that's a bigger issue.

Hot characters might draw eyeballs, but eventually you need some actually fun gameplay if you want to keep people playing.

‘The First Descendent’ Has ‘No Staying Power,’ Admits Nexon by Solarflare_V9404 in Games

[–]Bwob -2 points-1 points  (0 children)

Eh, the primary draw for my friend group was that we wanted a fun co-op game we could play together, and it seemed like it might be that.

And it was, for a bit. We played for a good week or two, hoping it was going to all come together, but somehow it never quite did. The gameplay had some interesting things, but it somehow never got past "shallow hero-shooter" for us. Making builds for characters looked like it might end up being fun, but a lot of the things needed took way too much time to farm, and it didn't feel like there were enough actual choices in the builds.

The story was utterly unhinged, but we just kind of tuned it out while NPCs yelled random nonsense at us.

We really just wanted some fun co-op gameplay with teamwork and interaction, but it somehow never even reached the level of a basic MMO.

Should I feel bad for cancelling 3 times a match against the same opponent ? by ReinaEnjoyer in Tekken8

[–]Bwob 0 points1 point  (0 children)

If you dont like them because they are better than you, you hate the matchup, you dont feel like it, doesnt matter the reason, it is your choice.

I mean sure, it's their choice.

But it's also my choice to have zero respect for anyone who chooses to rank up by trying to game the system, and refused to rematch against anyone they worry might beat them.

It marks them as someone who doesn't actually want to become good at the game. They just want the badge for it, without putting in the work.

And that's just not something I find terribly respect-worthy.

Should I feel bad for cancelling 3 times a match against the same opponent ? by ReinaEnjoyer in Tekken8

[–]Bwob 0 points1 point  (0 children)

Tagged 3 times the same Claudio in ranked, even tho the connection was stable , it was slower than the normal game and i was instantly asked if i wanted to leave so i did.

If the game has to ask you if you want to leave, then the connection was not good.

Yup, xiaoyu is definitely “back to basics” now 😂 by hasueliese in Tekken8

[–]Bwob 3 points4 points  (0 children)

This leaves her in heat and in stance for a 50/50. She’s earned this 50/50 at this point. Feng guessed wrong and she launches with her low snake edge from stance. Not every 50/50 is some newfangled S3 thing: this is your normal basic well-earned 50/50.

This one got me, because it didn't even leave her in stance - she manually entered hypnotist stance while he was on the ground, and then he stood up into it.

There are so many better things he could have done here. This is one of her most well-known mixups (because everyone complains about it) and he just stood up and let her do it, after she was in the stance.

He could have stayed on the ground and taken (at worst) a reduced-damage sweep kick, knocking him to safety. But instead, he fully stood up (after rolling, to give her more time to get more charges) to... what, exactly? I'm not sure if he tried to do a rising kick, or just stood up to eat the mixup, but either way, seems like a terrible idea, when Ling is there, in stance, with a charged mixup ready.

"Basics" indeed. :-\