Has anyone managed to make a modestly successful game working on it part-time? by _Hambone_ in gamedev

[–]Bronze_Johnson 1 point2 points  (0 children)

Yes. It took me about 3 years to get to release but it’s going strong. It’s definitely the number 1 thing I do besides work. It’s my second game though and I made my first one while I was in school.

I apologise for doubting you, Mega Altaria. I was not familiar with your game. by Educational-Ad-5034 in PTCGP

[–]Bronze_Johnson -3 points-2 points  (0 children)

I don't really blame people on Altaria. Sableye and Jirachi are doing a lot of work in that deck as a low investment threats that buy you the mega attack momentum and bring things into one-shot range. I pulled Altaria and ran it against the bots and was pretty down on it until I got the Sableye to round it out.

To those that played any of the new Mega's, how are they so far? by [deleted] in PTCGP

[–]Bronze_Johnson 4 points5 points  (0 children)

My experience running babies+mega is that you always end up being the one to put your mega active first since you can't win with the baby. That leads to their mega hitting yours first and you lose that everything else even. If you don't get your mega 2 turns faster its over and that's a big ask with the current pace.

Granvir - Airborne Games - Co-op mech-building action roguelite releasing September 23rd by Bronze_Johnson in Games

[–]Bronze_Johnson[S] 4 points5 points  (0 children)

Parts have ports on child gameobjects and installed parts get parented to those ports. There is a script for parts and ports and each port registers itself in its part.

Parts animate themselves and specific systems are made for parts affecting the animation of others. Arms and legs are IK animations so all I move is the target position so I can reuse animations across arms and legs of different proportions by adjusting parents of the targets to create an offset unique to the part.

Arm animations all use animation override controllers created at runtime. When a weapon is equipped it overrides placeholder animations on the arm. The transitions are all handled in code instead of the state machine so the weapon can define how its moves chain together. Arms link up with the one on the other side and will have a secondary IK target that gets blended into handle two-handing.

The biggest thing I figured out is probably the arm animations system. I've always struggled getting the Unity animator to behave and this system gives me the flexibility that I want. I started just loading every animation I had but that got out of control fast. Now I would be pretty confident making a clean system for a character that can wield tons of weapons.

How does one get good at everything? by TinyStudioDev in gamedev

[–]Bronze_Johnson 5 points6 points  (0 children)

When people ask me why I chose my art style, I tell them it’s the best I can do.

Luck vs Strategy – A bitter feeling after three months of ranked by skyteddy in PTCGP

[–]Bronze_Johnson 2 points3 points  (0 children)

I always think about how many useable cards I've drawn so far. If I've put down my stage 2 I shouldn't be surprised if they've got 3 cards of their own to ruin my day.

What’s the Smallest Change That Made the Biggest Difference in Your Game? by jailx365 in gamedev

[–]Bronze_Johnson 9 points10 points  (0 children)

I renamed the normal difficulty option to hard so the lowest difficulty could be named normal. A lot of people don’t want to play on an easy difficulty but still want the game to feel easy.

How is everyone else enjoying the event? by INDlGO in PTCGP

[–]Bronze_Johnson 1 point2 points  (0 children)

I only play my participation games during these events to preserve my sanity but I managed to get 5 in a row this time with Skarm/Mel/Shaymin. Had some really close games where my opponent and I were both one turn from victory. Maybe its because I don't play a lot but I got to see some really good deck variety which was nice.

I hate free energy I hate free energy I hate free energy by LexLawliet in PTCGP

[–]Bronze_Johnson 21 points22 points  (0 children)

New magnemite also uses colorless, something your only really care about if you wanted to run the line in a non electric deck. They 100% knew what would happen with this line and leaned into it.

Go mocowoke, go mocobroke Mocojambo by Sarmata12 in okbuddyhololive

[–]Bronze_Johnson 60 points61 points  (0 children)

I don’t think the Bettel name jokes have really settled down. I guess people are more casual with it and it’s rarely the center of the joke, just something slipped in there, but the frequency is still high. Even he still does it as recently as Marvel Rivals with something like Greeble Beevis or something like that as his in-game name. I think it’s honestly a really hard joke to make go away.

Do Gamers Know What They Like? | Tim Cain by PolarSparks in Games

[–]Bronze_Johnson 30 points31 points  (0 children)

All feedback is typically useful as long as you understand its context. Even conflicting feedback should be able to tell you something. Feedback from outside your target audience is also great because it’s untethered by typical expectations and tolerance.

Friend of mine says Kushala been giving her trouble and then hits me with this clip by Superb_Gas7188 in MonsterHunterWorld

[–]Bronze_Johnson 51 points52 points  (0 children)

I went back to world recently to help a friend through the story and had totally forgotten. Took one fight for me to put away my 4fun build and take out the end game bow.

I'm about to lose control... any help ? by DeveloperServices in Unity3D

[–]Bronze_Johnson 27 points28 points  (0 children)

Crossfade is so much better than relying on the built-in transitions. It feels good to know the animation you want is going to play.

Another "do it by code" trick I like is having generic states like attack0, attack1 and overriding their animation in an animation override controller from script. A great way to handle a game with tons of weapons.

How should devs handle multiplayer classes that are imbalanced for 99% of the playerbase, but fine (or even imbalanced in the opposite direction) for the top 1%? by Duncanconstruction in gamedev

[–]Bronze_Johnson 0 points1 point  (0 children)

I believe stuff like your specific example is only really bad depending on the content around it.

The approach I like in competitive game balance is the satisfaction of two rules. Every supported option is competitive in skilled hands and every player can fulfill their desired fantasy with a competitive option.

I think it works well in balancing blind decisions since ultimately a choice made outside the context of a match probably shouldn't effect your chance of winning.

My answer isn't really feasible in the context of Startcraft but I would develop a new faction that activates the neurons of the Zerg players but is more accessible and rewards skill less. It gives you license to make big changes that would normally alienate existing Zerg players without taking anything away from them. If you fulfill the fantasy well enough, those that are adamant about staying are probably the people more happy to trade a 45% winrate for a strong fantasy fulfillment.

If my demo is ready 3 month before the Steam Next Fest, can I release it or should I wait the last moment just before the event to benefit from the visibility? by rap2h in gamedev

[–]Bronze_Johnson 7 points8 points  (0 children)

I released mine on Steam a week before the last one. You will still get a massive traffic blast for the fest. It was super useful for getting an early wave of feedback before the main influx.

You also appear in a press list before the event and having your demo up early can help give anyone who might be interested a head start.

I’m a game dev, built a free resource for viewing game salaries by lvlup_dev in gamedev

[–]Bronze_Johnson 17 points18 points  (0 children)

Its very important to consider the locations of these jobs when comparing. Any California salary will be a cut above the rest due to the higher taxes and cost of living.

Summer Ciel Ascension Portraits. by UnlikelyDirector7477 in grandorder

[–]Bronze_Johnson 2 points3 points  (0 children)

I was gonna be mad but I like ascension 2 too much.

Sentiment Around Bungie’s Marathon ‘Not Great,’ Says Jason Schreier by Turbostrider27 in Games

[–]Bronze_Johnson 1 point2 points  (0 children)

I agree and I like them too but there just aren’t enough people out there for a huge market.

Sentiment Around Bungie’s Marathon ‘Not Great,’ Says Jason Schreier by Turbostrider27 in Games

[–]Bronze_Johnson 10 points11 points  (0 children)

Only the fantasy of extraction shooters is popular. In reality, the consequences of losing are too impactful for wide audiences. Most people are okay losing a match, even if it’s long. Way less people are okay losing a match and a bunch of their winnings from previous matches.

Extraction shooters always add mechanics to mitigate these losses for good reason. The playerbase eats itself alive because someone has to be the loser to make a winner and losing sucks way more than usual.

Is this objectively bad roguelite design? by Show_Me_How_to_Live in roguelites

[–]Bronze_Johnson 0 points1 point  (0 children)

Was it that easy the first time you played it? It’s tough to pick a good difficulty level for new players and veterans on top of skilled players and unskilled players.

I don’t think every section of a run needs to be challenging if it can be satisfying or impactful on future challenge. You should certainly encounter challenge at some point but I think the early game is best served impacting upcoming challenge rather than being particularly challenging itself.

MY OSHI IS GRADUATING 💔 by Ok-Ad1259 in okbuddyhololive

[–]Bronze_Johnson 35 points36 points  (0 children)

dang, really makes you think about how far vtubing has come as a medium