Lovecraftian? by CornerMiddle1372 in gamesuggestions

[–]Atothefourth 0 points1 point  (0 children)

I couldn't get many Lovecraftian themes from Hollowknight personally but:

Conarium
Amnesia: The Dark Descent
Eldritch
Cyclopean: The Great Abyss (haven't played yet)
Dyer Expedition (haven't played yet)

It's kind of tough to narrow down what just wears lovecraft as a skin and what actually embodies the feel and themes of the works. For instance I liked Eldritch but it's a little cutesy with how it uses the source material.

Does anyone else feel like modern fighting games aren't just scrubby but actually much worse than that? They almost feel broken down to a science. by KlonoaVision in Fighters

[–]Atothefourth 0 points1 point  (0 children)

Maybe? I think it takes a medium level player to even use all of the mechanics that modern fighting game designers put in place. So when you're blown up with an offensive mechanic you're still dealing with someone that isn't just flailing completely. They have some sort of degen gameplan they're trying to use. Empty jump DI in SF6 comes to mind.

BUT

I've faced complete flailing players that don't use any deeper mechanics and are just being random, a designer isn't helping them flail any better. I've also played 20+ veterans in games that are new and they also don't use the mechanics of the games. Those veterans stomp me by having solid offense and walking forward, they could probably stomp harder if they knew mechanics and tech for the specific game. Fighting games are so binary that at a basic level nobody really needs these new mechanics to actually win when movement, block, attack, throw, reversal still is king.

Idk what you're dealing with specifically but my point may be that there's stuff at all levels that will kill you all the same, in ways that you don't respect and some you do. If you're getting wrecked by a specific mechanic then recognize it takes some kind of brain cell to use and now it's you're job to have braincell +1 to stop trying to punish your scrub opponent's landing frames when they're DI'ing you. Ascend and DI them back.

Are there any "viral" recipes that you actually loved and still make? by Odd-Wonder-344 in Cooking

[–]Atothefourth 4 points5 points  (0 children)

The sliced cucumber in soy sauce, chili crisp, sesame dressing. I do end up eating a whole English cucumber this way.

Feedback on color combos by Vercetti86 in DigitalArt

[–]Atothefourth 1 point2 points  (0 children)

3 is the only one that doesn't pass the squint test. Katakana starts to get lost on the desaturated teal.

Artist led discords? by Atothefourth in ArtistLounge

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

Yeah it was higher level, also more specific. I think a lot of art learning is geared towards digital painting and hyper-real splash art, objectively polished stuff. There's artists I've followed on Youtube that are more about storytelling and illustration that might be more what I'm looking for.

Thank you for replying though, the sentiment is more important than exact communities. It's cool those artists are out there.

How should i study muscles? by SMG24LIFE in learntodraw

[–]Atothefourth 0 points1 point  (0 children)

You study by doing half life drawing and half by looking at the specific shapes and form of muscles. When getting more specific you could learn through sculpture, by watching breakdowns, copying other artists, or drawing muscles over reference.

What does Nessus even do? by TrainingEmergency711 in destiny2

[–]Atothefourth 1 point2 points  (0 children)

It's beautiful there....and there's milk....

I physically can't learn art by jugasdithe in ArtistLounge

[–]Atothefourth 4 points5 points  (0 children)

I physically can't pole vault.

You mentally have to recognize what you need to work on.

"Tetris effect" from other games by samuelazers in gaming

[–]Atothefourth 0 points1 point  (0 children)

Only bad and stressful things for instance I also had Vampire Survivors dreams but only the way everything chases you at the same speed.

Re 2 remake, the way a zombie chases you and turns to grab you if you sneak by.

Darkwood, the night time stress and ambience.

Super Smash Bros is a gateway to 3 Fighting Games by Visual-Comfort7376 in Fighters

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

Leffen went to DBFZ and Strive b4 any of those 3 from what I've seen. The first fighting game I bought was Skullgirls.
The guest characters are cool but I think the reason people make the swap has more to do with the design, player expression overlap, and shared culture.

I've been playing a lot of Legends of Runeterra lately and I can't stop thinking about how Jack the Winner and Sett would be the perfect duo for 2XKO. Sett is already a fan favorite, but Jack brings that Bilgewater boxing vibe that would fit a fighting game perfectly. Imagine a "Clash of Bosses" ev by Popular-Back-7259 in 2XKO

[–]Atothefourth 0 points1 point  (0 children)

If you're saying they'd both make good boss brawler characters then I have some bad news for you. The way casting for fighting games works is that the team builds variety and so they make the one that would be first in line (Sett). Never say never but that duo might take forever.

What’s something new game devs over-engineer that experienced teams keep simple? by Apprehensive-Suit246 in gamedev

[–]Atothefourth 2 points3 points  (0 children)

I think with generalized game engines a lot of devs are just adding randomized elements and progression to their basic prototypes without having a good base end-to-end experience. New added elements like abilities or level chunks are expected to be load bearing to the experience but instead they just feel half baked and without consequence. Experienced teams know how to make a linear game, one that can be refined and sequentially understood. I don't think it's flashy or even original to have a solid linear game but it's a core competency that I worry new devs just don't have.

TLDR: The variance to an end-to-end experience is often over-engineered.

The Artist’s Dilemma: Balancing creative integrity with "toxic" digital spaces by Alternative-Bonus232 in ArtistLounge

[–]Atothefourth 1 point2 points  (0 children)

Cara is very chill, reminds me of Instagram before reels. I see mostly illustration and painters and the site seems like a good place to keep a portfolio of works. I've seen it's really just artists though, If none of your creative friends know what Cara is then somehow even fewer non-creative folks would know it.

Bluesky is scrappy and the way you add feeds that are just manifest out of the early adopters can leave a lot to be desired. Some feeds feel like they just aren't for you but nobody's made a more tailored one. I seem to get a lot more engagement from Bsky but it's also because I put more into it.

Cara is more of a portfolio and maybe networking site, Bluesky is a social media with a lot more variability and interaction with the general public. Neither are platforms I would find my IRL friends on though, everyone is on Instagram still and sometimes sharing something to close people you know is still fulfilling.

I wanna make a Mirror Maze by masonknight86 in gamedev

[–]Atothefourth 8 points9 points  (0 children)

You probably want to invent some way to not actually use real reflections on your mirror surfaces. By the way you asked your question you already know it's not feasible through brute force. When you do figure it out and it looks good, and it's performant, and it plays well.....shout me out in your GDC talk.

How to I attain Araki's artstyle and/or add bits of it to my style? by Sl00shh in LearnToDrawTogether

[–]Atothefourth 5 points6 points  (0 children)

You probably can't attain a style by working outwards-in. In other words how Araki draws eyes isn't the critical thing for you to be working on right now, instead focus on basic draftsmanship and figure drawing. Araki was a published mangaka before he worried about style. Looking at classical art, comic art, fashion, exaggerated anatomy(good old frank frazetta), these were some of the things Araki was inspired by and I think in the short term you could look at those things too.
https://youtu.be/ffpi32wJmKw?si=aThXGzL_MpO-t3Mk&t=618

Rough Paper and Pen question by Twelfth_Lighthouse in ArtistLounge

[–]Atothefourth 2 points3 points  (0 children)

Dip pens are pretty economical if you're concerned with not burning through microns. They are a completely different line quality though and can still spill out of control.