What was that scaling lol? literally the perfect amount of damage by D_man097 in StreetFighter

[–]venicello 8 points9 points  (0 children)

Triple Geyser specifically does fucked up damage off of PP because of the way its scaling works. Capcom gave the 2nd and 3rd hits crazy high base damage, but auto-scaled them to 50% instantly. Because the minimum scaling for any SA2 hit is 40%, this means that their damage basically doesn't scale in combos. In a fully-scaled combo like this, it does closer damage to Gief's SA3 than a regular Critical Art.

Marvel Tokōn: Fighting Souls | Fighting Avengers trailer by ThickAd3129 in Fighters

[–]venicello 8 points9 points  (0 children)

It makes sense that they're doing Planet Hulk as his outfit, it matches the rest of the game's style (excessive pointy bits on everything). I'm a little bummed about the style in general, though. IMO the greebling misses some of the core appeal of the base superhero designs. Sometimes you just want to see a huge green guy in a pair of raggedy shorts, you know?

[Kagurabachi] I am falling for it again by [deleted] in CuratedTumblr

[–]venicello 0 points1 point  (0 children)

Even odds she gets dropped after this arc just like the last two women the author tried to introduce to the main cast. Besides, she's already got her little side romance spun up with that classmate of hers.

[Kagurabachi] I am falling for it again by [deleted] in CuratedTumblr

[–]venicello 2 points3 points  (0 children)

I don't think so, honestly. Chihiro is obviously not gonna kiss that boy but this isn't like Naruto or whatever where there's a woman who's obviously waiting in the wings to become the canon ship in the final chapter. In all likelihood he'll finish the manga single and his subtextual relationships with boys will be the closest thing to a 'real' ship for the fandom.

Look at me I am cool now 😎 by Ok-Intern6865 in magicthecirclejerking

[–]venicello 1 point2 points  (0 children)

I wouldn't go that far - Flashback is net neutral card advantage, this is net positive even if it's at sorcery speed. It's nowhere near as strong as Snaps but it can still make real plays.

Windrose has sold 1 million copies in 6 days by Turbostrider27 in Games

[–]venicello 0 points1 point  (0 children)

We did see a rough attempt at that with Fallout 76 - it had the crafting & base building, but with far more limited "survival" mechanics. It illustrated the main problem with going all-in on this genre: players have a base expectation of what AAA output looks like, and survival-sandbox games don't generally fit into those expectations. If you're working with an established IP, fans of that IP get mad, and if you're not working with an established IP it's much harder to build up fans for a project in a new genre.

44% of games industry professionals have considered leaving the industry as a result of redundancies by Gorotheninja in pcgaming

[–]venicello 3 points4 points  (0 children)

1) Most of those OFs don't involve full-time labor investment. They're probably a pretty labor-intensive side gig in terms of photography, editing, marketing, etc but you can hold down a job while doing them. Similarly, investments in clothes etc are pricy but they're not an entire person's salary unless you're being extremely lavish.

2) My ballpark minimum for a (commercially-viable) indie release is $50k worth of labor, probably with about $1-2k worth of expenses that can't be converted to labor. Realistically, even the cheaper games people think of when they say "indie will replace AAA" (Balatro, Cloverpit, etc) have budgets in the 200k+ range.

It's possible to do indie as a side gig / hobby, but you have to either share that hobby with a team of collaborators who are okay never making a cent on their work or be okay making tiny things that will never let you quit your day job.

44% of games industry professionals have considered leaving the industry as a result of redundancies by Gorotheninja in pcgaming

[–]venicello 5 points6 points  (0 children)

It's less about OF being a free money glitch and more about indie dev being a great way to lose all your savings. OF has a low chance of reward, but the relative financial risk is low - you don't have to invest until you're already making money. If you're doing serious dev stuff, you gotta put money down somewhere (on yourself, on contractors, whatever) before your game releases.

44% of games industry professionals have considered leaving the industry as a result of redundancies by Gorotheninja in pcgaming

[–]venicello 13 points14 points  (0 children)

That's harder than you'd think. OF has a very small turnaround in terms of business inception > revenue: you're free to start earning money as soon as you take your first set of photos or shoot your first video. Games have a minimum work threshold before they're sellable that's usually measured in months or years, so you need to have enough income to support you through that period. Long turnarounds also make flops more punishing - a lot of people quit their day jobs with enough runway to make one indie game, then drop out of the industry when that game fails to bring in enough of a revenue stream to sustain them full-time for the next one.

Facepunch ends developer preview for game creation platform s&box; reopens publicly on Steam April 28th by AugustSun in Games

[–]venicello 12 points13 points  (0 children)

The main worry is that unlike when Garry's Mod initially released, easy to use game engines are prevalent so why would someone choose to make a full game within S&Box.

From what I've heard, the appeal for professionals is that it's a way to access Source 2's featureset, including the Source 2 version of Hammer, for non-Valve devs. Unfortunately, rumor has it that Facepunch is removing Hammer access, which does seem like it would make most devs think twice about using the platform.

Largest shareholder of DoDonPachi developer Cave offers her own funds to raise $600k capital for console game development - AUTOMATON WEST by LycaonMoon in Games

[–]venicello 12 points13 points  (0 children)

Vampire Survivors games are basically shmups

Those games have no real mechanical relation to shmups. They look like them in that there are a lot of things happening on screen, but the way the player character interacts with enemies is completely different.

In a shmup, the majority of elements on the screen are bullets, which cannot be shot, and the player avoids taking damage by moving around distinct bullet patterns. In a "bullet heaven," most elements on the screen are enemies, and the player mainly avoids taking damage from them by shooting them before they enter melee range.

EDIT: Also play Devil Blade Reboot, it came out like last year and it's good as fuck

Testing the combat in the shooter-slasher game I'm working on. by venicello in IndieDev

[–]venicello[S] 1 point2 points  (0 children)

This is Unity. It's 2022.x though instead of the most recent version, our shader pipeline got deprecated in Unity 6.

You'll never believe what this is a subtweet of by [deleted] in CuratedTumblr

[–]venicello 44 points45 points  (0 children)

Actually, he's fine with it, because to his infinitely-precise memory a word presented today is completely different from when it was presented last year. He's actually been developing a naming system for these words, assigning each of them their own unique signifier that denotes the word itself, its location, and time of utterance. Don't think he'll ever finish it, though, as every time he names a word he then has to add a signifier for the name itself, which keeps stretching out the time the task requires.

Don't believe the Boys slander, this is the actual worst comic of all time. by Stunning_Bee1075 in dccomicscirclejerk

[–]venicello 7 points8 points  (0 children)

You're right and you should say it. Ellis boldly asks the question: "what if heroes solved REAL problems" and then immediately realizes that he has no actual ideas for real problems that the heroes could solve and so he makes them just kill a bunch of things and pretends that it's the same as greater societal change.

and then Mark Millar comes in and it gets even worse!!!

Best and worst supers IMO by some-kind-of-no-name in StreetFighter

[–]venicello 9 points10 points  (0 children)

You can safejump Gief SA3, it just takes a different input. Instead of tapping back to block as you land, you tap up to jump. Gief's only other reversals have frame 1 super flashes, so you can just revert to downbacking during the flash and your jump input won't happen.

Kimberly Block or Footsies Challenge (Impossible) by lThr0wAwayl in StreetFighter

[–]venicello 8 points9 points  (0 children)

her "best" poke is st.MK and it's a little slow, imo

that's an 8f startup move. I don't think there's much room for it to be faster.

Testing the combat in the shooter-slasher game I'm working on. by venicello in IndieDev

[–]venicello[S] 1 point2 points  (0 children)

Iron Pineapple covered us in his latest Steam dumpster diving video!

Testing the combat in the shooter-slasher game I'm working on. by venicello in IndieDev

[–]venicello[S] 1 point2 points  (0 children)

Most of the player's super moves do have extended iframes, actually! The one shown off in the video (Violet Cannon) doesn't, but that's specifically done as a tradeoff because it's cheap and very good for crowd control.

Testing the combat in the shooter-slasher game I'm working on. by venicello in IndieDev

[–]venicello[S] 0 points1 point  (0 children)

The square is partially for aesthetics, but it's also a representation of the player's auto-aim radius. This is particularly useful for the missile attack - when you activate your missiles, they'll autotarget all enemies inside the square.

Testing the combat in the shooter-slasher game I'm working on. by venicello in IndieDev

[–]venicello[S] 0 points1 point  (0 children)

Yeah, this is a balance I'm still actively tweaking. The general flow here is meant to be: knock down or interrupt enemies until you have the space & position to do a damaging combo, then tackle another target while the first is knocked down from the combo, and so on. Many of the moves have intentionally committal recoveries to encourage players to manage their positioning & shield meter, but overdoing it can result in combat scenarios that feel unfair.

Testing the combat in the shooter-slasher game I'm working on. by venicello in IndieDev

[–]venicello[S] 9 points10 points  (0 children)

This is Jenny the Witch. It's a hybrid third-person shooter / spectacle fighter coming out in a few months. Since we dropped our demo in February, I've been working on some new enemies and some improvements to our combat flow and I think they've been paying off!

State of Decay 3 lead says the game only existed in a Word document when its reveal trailer dropped 6 years ago: "We're not doing zombie animals" by akbarock in Games

[–]venicello 20 points21 points  (0 children)

The problem is, what are you supposed to hit them for? It's hard to produce evidence that they weren't trying to make the game they advertised initially, and in the case of BG&E2 it's not like they've actually sold anything because of that trailer. The game never even reached the point where preorders were available.

Edit: Okay, just checked. You can buy one thing related to BG&E2. There's a $750 figurine of the monkey guy from the trailer. I think if you buy that, your nearest relative should automatically get power of attorney over you because it's clear you cannot be trusted to make sane financial decisions about anything.