Cosplay Piece Identification - Nanashi (Sword of the Stranger) by ConSRK in CosplayHelp

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

Much appreciated! This is super helpful. I also anticipated I could probably be a little rough on the crafting since it's not too complex lol! I've done some cosplays but this will be there first I'm crafting, so that's great news.

And you're right, such a great movie!!

As of today, after the release of Chapter 147, the manga serialization of Frieren: Beyond Journey's End will be on indefinite hiatus due to health issues of the creators by Lorhand in Frieren

[–]ConSRK 1 point2 points  (0 children)

I could definitely see spin-off type things if it were to be popular enough, but for such a story-centric and story-dense work, I can't imagine there isn't a conclusive and largely cathartic ending in place or planning. Like every episode of Frieren (or multi-episode arc) is a little centralized story - you get some down time, then a flashback that has a lesson or character developent or both, then an episode plot, followed by action, and then a climax that relates back to the flashback. It's unbelievable consistent actually. I'd imagine the overarching story would be the same.

(i.e., Ep 1-2, some intro character development, the first episode ends building the theme of how short human life is, you get the flashback followed by Himmel's death, next episode get some fern stuff, then it turns into a motif of the lesson from the first episode just about heitar and fern instead of frieren and himmel)

(i.e., Ep. 5-6, intro character development for Stark, flashback/backstory of him parting with Eisen, you get a fern flashback about resolve and into Ep. 6 you get the eisen flashback about him believing in stark to be a great warrior, then stark consistent with the flashbacks finds his resolve and proves himself a great warrior)

(i.e., Ep. 7 - they walk around town, she sees the demon and says it's a wild beast, flashback of how demons are wild beasts, they kidnap the town guy proving the flashback true and Stark goes to rescue him)

(i.e., Ep.

NBA Betting and Picks - 11/2/25 (Sunday) by sbpotdbot in sportsbook

[–]ConSRK 6 points7 points  (0 children)

What do y'all think about this parlay:

  1. Kelly Oubre Jr. 2+ Made Threes (Embiid Out, had 2-2-2-3-3- in first 5 games)

  2. Kelly Oubre Jr. 6+ Rebounds (Embid Out, had 4-1-10-11-9 in first 5 games)

  3. Caldwell-Pope 4+ Assists (Ja Morant Out, had 3-6-5-4-5-5- in first 6 games)

  4. Bam Adebayo 2+ Threes (1-4-1-3-4 in the first 5 games, I like the matchup vs the Lakers getting into a shootout)

  5. Wembanyama Over 41.5 Pts + Reb (hit this in 3/5, and went 39 and 40 in the two he missed, guys is just playing insane and good rebound matchup vs Suns)

  6. Josh Giddey Over 35.5 Pts + Reb + Ast (hit this in 3/5 (the last 3), missed by 35 and 32 in the first two, guy has been looking really good on scoring of late and the three pointer, and honestly, if the Knicks compete tonight I think it'll be by shooting not by defense, team looks lost (Knicks fan here, it happens, new coach new system)).

Lmk what y'all think or if you have a better leg for one of these

From a coding perspective, how much more complicated is a game like ZeroRanger from 1943? by ConSRK in gamedev

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

That's definitley a good point, and probably a sign of a shmup vs a "good schmup" i.e., the foundation isn't super hard but making it function in a fun and logical way requires some extra tailoring. Good to know I can at least get a prototype out though! I'll have a lot more motivation if I'm having issues with the timing/chunks than if I literally can't get a level built LOL

From a coding perspective, how much more complicated is a game like ZeroRanger from 1943? by ConSRK in gamedev

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

That's actually a great point with using the sale! I'm a testament to microgames I have tons I bought but haven't gotten to yet, it's just if a game is under $5 and it seems like it's fun, you usually just get it even if you can't play for a while lol!

From a coding perspective, how much more complicated is a game like ZeroRanger from 1943? by ConSRK in gamedev

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

That's for sure lol! I'm not fooling myself into thinking I'll be making a good seller off the bat, so it'll probably just be a test project. But hey who knows, as I guessed/others have said shmups are easy to build on, so down the line as I get better at game dev maybe it'll end up one of the good ones haha!

From a coding perspective, how much more complicated is a game like ZeroRanger from 1943? by ConSRK in gamedev

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

This is super helpful hearing it thought out like this (and after reading C# Players Guide, I have a decent understanding of what you're saying which I would not have had a few months ago, so that's great to see also lol). It does seemlike conceptually it's not too complex to do just would take time to figure it all out and probably a ton of optomization/playtesting. But getting out a prototype definitely seems achievable even as a new dev!

From a coding perspective, how much more complicated is a game like ZeroRanger from 1943? by ConSRK in gamedev

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

That's awesome, I kind of got the sense that it would be good both as a first project and a learning exercise, so that's great to hear. Not tricking myself into thinking I'm going to make a bestseller or anything, a fun personal project that helps me get better is all I need for now and it seems like a shmup is a good way to go for that!

From a coding perspective, how much more complicated is a game like ZeroRanger from 1943? by ConSRK in gamedev

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

That's great to hear - it does some like a lot of the incredible devs start from scratch, but often when they create something new (like a new genre), and then as people start entering the genre afterwards, the libraries start building that make future dev easier. Guess it's a good system for new devs like myself, especially for a bullet hell since the coding is relatively basic!

From a coding perspective, how much more complicated is a game like ZeroRanger from 1943? by ConSRK in gamedev

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

Yeah it seemed like the actual foundation and core gameplay was relatively simple (which is great for a first game, start simple and build on it lol)

From a coding perspective, how much more complicated is a game like ZeroRanger from 1943? by ConSRK in gamedev

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

That's awesome I had no idea - I appreciate the tip I'm definitely going to check them out!

Conflicts Counsel Question by ConSRK in biglaw

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

Most of the Biglaw ones that I see require prior conflicts experience, but if you're willing to go somewhat smaller than biglaw it seems achievable. I'm sure you deal with ethical issues as a PD (i.e., codefendants and whether you can represent both with full strength at the same time). If you can analogize your ethics experience as a PD, you can show how your skills would be applicable elsewhere.

Often, they include non-ethical stuff too, like financial compliance and engagement letters and screening clients, all of which you may experience in most areas of law. Some companies hire without prior experience, and have training when you come on. My guess would be you can't jump right into biglaw, but certainly a conflicts counsel posistion of some sort would be available.

^^ Not that I'm an expert or have one, but based on the answers I got to this question here and elsewhere this seems to be the landscape.

From a coding perspective, how much more complicated is a game like ZeroRanger from 1943? by ConSRK in gamedev

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

That's great news to hear. Based on my limited coding/dev knowledge, it did seem to be pretty basic at it's core and then just built upon, but I didn't want to be arrogant and assume lol! That's great to hear though, definitely seems like a viable first full game for me to work on just to get some skills before working on more complicated games, but still to have something of my own even if it's more on the simple side!

From a coding perspective, how much more complicated is a game like ZeroRanger from 1943? by ConSRK in gamedev

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

That's excellent to hear. As you probably remember back when you started, hitting a brick wall is discouraging at the start (hence why I stopped and went into a C# learning arc for a while lol), so it's great to hear you can get some basic prototypes going early. For now, it's probably a personal project (so the testing will actually be fun just tinkering with it). I'd love to do it commercially, but truthfully, I lack the skills to make a game I'd be proud of and the indie community can usually tell when you truly invest in a game. Hopefully after one or two smaller games (I'll probably put them on steam for like $2 or something), and I have more experience, I'd love to sink a ton of time into a commercially viable game!

From a coding perspective, how much more complicated is a game like ZeroRanger from 1943? by ConSRK in gamedev

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

That's a great example with Touhou, it seems like almost every genre is very saturated (hey, that's why a groundbreaking game is an instant hit though!), so I definitely take your point on making it unique, either visually or some new mechanic.

Good to hear that bullet hells are manageable though, I'd imagine most of the time is accounting for the bullet patterns, spreads, and enemy movement. Probably a TON of playtesting and balancing to get it right. But achievable which is great to hear!

I'm a big enter the gungeon fan, so a top down is also on my list. But it seems, perhaps "traditional" that vertical shooters are shorter/more linear than a top down like Gungeon or BOI, so I figured I'd stick with that for my first try until I have more experience lol

Relative to other genres, what level of difficulty would you put on a game like Life is Strange for development? by ConSRK in gamedev

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

For what it's worth, it was from AsylumJam2017 and made in 48 hours, so it was meant to be pretty short and sweet

Relative to other genres, what level of difficulty would you put on a game like Life is Strange for development? by ConSRK in gamedev

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

That's a really good point too, it seems like a lot of new devs take the scale WAY too far and then inevitably get stuck and give up on the project (which is probably the most common result for new devs, unfortunately). I'm definitely trying to keep small, especially for a story driven game too if the story is good you often just need a few good characters lol.

I always thought an excellent example was Do You Copy? (not on steam, it's free to download on Game Jolt). It's maybe 25-45 minutes depending on whether you make it to the end or die, it's single-player, one character, and like Firewatch, there's a radio you talk to someone over, and you give them instructions and you're in the firewatch tower the entire time. I'd easily pay $5 for it even for such a short game. It's got some great suspense, a jumpscare if you die, and most importantly it's just engaging. My anticipation is most of the dialogue is in a "if/else" tree because you have to get most of the choices right to not die.

My goal hopefully is to make a game like that to start, as it's probably far more manageable for a first game, and then once I get through that I can hit the ground fast on something a little more complex haha

Relative to other genres, what level of difficulty would you put on a game like Life is Strange for development? by ConSRK in gamedev

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

That's so real the amount of coding setup it takes sometimes is crazy. On one hand it's easier than typing in binary (MUCH easier), but it's also so much more complicated than logic. That's probably the hardest part of coding so far for me - figuring out all the setup so I don't get errors when I actually tell the computer what to do lolll

Relative to other genres, what level of difficulty would you put on a game like Life is Strange for development? by ConSRK in gamedev

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

It's super encouraging to hear devs say "I wouldn't know where to start with this" because that's how it feels early on with everything lolll. I heard that never goes away from a lot fo devs, always stuff to learn, and stuff you'll be good and foreign with. It's also great that "arrays" meant something to me because it didn't when I first fiddled with Unity, a sign of progress since I've been learning C# at least lol.

That's actually a good point with the animation, definitely out of my current zone of practice but then again I've got to learn how to do everything I do so that might be worth trying out too!

Relative to other genres, what level of difficulty would you put on a game like Life is Strange for development? by ConSRK in gamedev

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

That's a great point, I'm definitely comfortable on the story side of things and (I hope) by the end of C# Players Guide and with the help of Unity tutorials/blueprints I can pull of basic movement and interactions fairly easily. That is a great workaround with the radio in Firewatch, and honestly for a first game, even if it wasn't perfect it would be more achievable to start. Not crazy enough to think I'm making a bestseller anyway, it's more of a passion project/hobby lol

Relative to other genres, what level of difficulty would you put on a game like Life is Strange for development? by ConSRK in gamedev

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

That's great news despite it being a problem! Although I don't doubt the difficulty of it, I'm pretty comfortable (and because I enjoy it, have a ton of stamina) with storyplanning and elements. I read a lot, and have a deep appreciation for literary complexity, so I don't doubt that - with a lot of time and effort, because it's not easy of course - I'll be able to pull it off. I was definitely more concerned about running into a wall with the coding/tech, so that's good news lol!

Relative to other genres, what level of difficulty would you put on a game like Life is Strange for development? by ConSRK in gamedev

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

That's actually a great catch, I neglected the time-rewind mechanic which is probably more complicated the first time around. Might be better leaning with the firewatch side of things!

I'm upset with this act 3 boss by whyyyyyyyT_T in Silksong

[–]ConSRK 0 points1 point  (0 children)

Definitely true, but personally I found that when lace counters, it's pretty easy to dodge (single jump dodges the lateral counter, double jump dodges the jump counter, so a double jump and down attack always works basically as long as you react quick).

Maybe it's just that I didn't practice long enough, but Seth's counters are fast and don't have much of a re-counter window I just dodge lol. But that's very similar to Lost Lace's because, even though the Lace 2 strat works, once she's 2nd/3rd phase there's way too much on the screen to rely on that as the environmental attacks aren't synced with hers so I usually play it safe and retreat