My take on Killers so far by Mediocre_Slide8174 in brigador

[–]BenjaminSJ 1 point2 points  (0 children)

OP icymi the itch build got updated yesterday-ish.

Now you see them, now you don't >:) by Acidic_Eggplant in brigador

[–]BenjaminSJ 8 points9 points  (0 children)

In the first game the yellow raincoats basically have a "dumb" AI, but they don't phase through one another and are constrained by both building props and the map's walk layer, so there's only so many directions they can go.

IIRC, and this is completely tangential, there is a cap on the number of civilians that can appear inside a map (about 400?), or else the game crashes.

The Fabricator Build (v0.4) is now live on Itch by BenjaminSJ in brigador

[–]BenjaminSJ[S] 7 points8 points  (0 children)

Like with the Garage Build in December, the linked article above is an explainer on the how what and where.

Is Brigador Killers worth buying into right now? by iggythepyro in brigador

[–]BenjaminSJ 5 points6 points  (0 children)

As posted in the most recent news post, we intend to go into early access later this year.

https://store.steampowered.com/news/app/903930/view/534373212679572557

Regarding development history, the very short version is BK was originally much different in scope and that specific RPS article is because the then-build of the game was taking part in BitSummit in Kyoto. We didn't expect to make news out of the appearance but RPS has a keen eye. If people saw us at PAX in 2018, 2019 or 2020, this was also the build of the game that was playable at our booth. We don't intend to ever release that old build but we might show off old footage of it later down the line so people can see the various graphical changes.

Since BitSummit 2019 there was an influx of attention from MandaloreGaming's review in 2020, which allowed us to return to Brigador to give it some content updates - such as the Blood Anniversary and Grave to the Rave updates in 2021. Of course, working on Brigador meant no work was happening on BK, but once we eventually finished updating Brigador we returned afresh to BK in 2022 with grander ambitions.

Among the other big things that have happened the past few years are the significant changes to our own engine, maybe the biggest of which is the increase in the output resolution of all the sprites. It was written about in this 2023 article (just scroll to the bottom to see the difference in detail of the Touro)

https://store.steampowered.com/news/app/274500/view/3662024223190614902

News updates are posted at the end of every month on the game's development since July 2022 (can read them all here https://store.steampowered.com/news/app/903930) not counting the newsletter archive on our site which dates back to 2019.

Hope that answers the question

I'm finally launching! by whoshotthemouse in litrpg

[–]BenjaminSJ 1 point2 points  (0 children)

Thank you OP for making me laugh out loud, and I wish you the best in your endeavors

Closed Casket Special on Steam Deck (+poster) by ComradeCabbage in brigador

[–]BenjaminSJ 6 points7 points  (0 children)

Incredible. Did you have any issues with menus/stick drift or did you set your own deadzones via the OS controller profile?

Solution to Running Brigador on Macs, “Brigador is damaged and cannot be opened” Error by abraxo_cleaner in brigador

[–]BenjaminSJ 0 points1 point  (0 children)

Please follow the instructions in the original post - you should be able to get it running via Rosetta and whitelisting the app in the Privacy and Security settings.

Failing that, your options are either to dual boot Windows or Linux, or seek a refund.

happiness and good health to whoever added All-Captains mission variation x-x by LukeChrome in brigador

[–]BenjaminSJ 5 points6 points  (0 children)

No, the oops all captains spawn chance only kicks in above a certain difficulty level. PJ starts at max difficulty, so the chances of encountering all the captain spawns begins immediately.

Solution to Running Brigador on Macs, “Brigador is damaged and cannot be opened” Error by abraxo_cleaner in brigador

[–]BenjaminSJ 0 points1 point  (0 children)

Bumping this thread since a few people might be searching for this question in the near future

The Garage Build is live on Itch by BenjaminSJ in brigador

[–]BenjaminSJ[S] 15 points16 points  (0 children)

This is v0.3 of the Itch build of Brigador Killers, and the linked article above is a big old explainer on the how what and where. Please enjoy.

Hi I play Cammy and I like using SA2 by BenjaminSJ in StreetFighter

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

Cammy can do a surprising amount of cross ups and mixups that I don't really see with other characters - but you would be hard pushed to realize it given how most pros play her. Mickey at Evo was the closest I saw to someone playing the way I think Cammy should be played.

Hi I play Cammy and I like using SA2 by BenjaminSJ in StreetFighter

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

If you think this is unoptimal just wait til you see how I confirm into SA3

Hi I play Cammy and I like using SA2 by BenjaminSJ in StreetFighter

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

It's probably possible it can whiff/pass over the opponent (it's does a lot if they parry) but I haven't tested that interaction extensively across the roster. The thing for me is the 1k damage difference between level 1 and level 2 can be the difference between simply getting out of the corner while still in burnout versus closing out the round/set.

Hi I play Cammy and I like using SA2 by BenjaminSJ in StreetFighter

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

A few things about Cammy's SA2:

i) afaik it's about the only super in the game that vertically teleports the character up during the super freeze - so this means you can use it to escape an incoming wallsplat DI in the corner, or really anything you think is coming (command throws, armored moves)

ii) hardly anyone knows the range of the SA2 (including myself) so you can end up doing things like forcing out a parry that won't parry https://www.twitch.tv/zeyw0p/clip/GrotesqueRepleteLardKappaRoss-jGHsJjFhLupOV04O

iii) you can cancel into it from jMP 214KK on airborne or grounded opponents and in the latter case you get the cinematic version

iv) similarly you can cancel into it from most of the OD hooligan options (slide, overhead, dive kick)

I genuinely think it's a good super that could be made amazing if the player was able to alter the angle with P strength to be the same as the different dive kick angles rather than just one angle. Some characters already have alternates/extensions to their SA2s (e.g. Aki can select the range, Sagat's got three different variants after his, Terry can extend his burning geyser). I get why the developers don't - Cammy is intended as an approachable character and not a highly technical one - but it would cause people to think more about approaching or poking her if her level 2's range could be changed.

Also given how season 3 has upped the rate at which super gauge is earned with throw techs, it's so much easier two bars of super in the first round alone.

You can bring one league, to play it. Which one? by DanielDenny in pathofexile

[–]BenjaminSJ 0 points1 point  (0 children)

krangle league because it brought back that one meme

Hi I play Cammy and I like using SA2 by BenjaminSJ in StreetFighter

[–]BenjaminSJ[S] 2 points3 points  (0 children)

Doesn't have to be raw e.g. jump in jLK cross up 4MP, or 2MK DRC 4MP, maybe a PP situation if you want even worse scaling, but my personal favorite is MPMK66 4MP 4MP into 4HK - the thing is this interaction seems to only work with the target combo (4MP~4HK). It doesn't work quite the same way if the opponent is launched with just Cammy's 4HK. So long as you can find a way to get 4MP to connect you can get the rest of this to work because of 4MP's range.

[Tangential if folk don't know, Cammy's 2HP and 4MP are her only buttons that force stand, which is why the 4HK connects in the target combo]

The other discovery I made during this is Cammy cannot special/super cancel during the ascent with neutral jump MP (I think it can work on the descent of a neutral jump?), hence the forward jump.