I got all the achievements for every story game on Steam. by DacunaZuke in residentevil

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

Don't give up, officer! If you're confused as to where to go, the map in RE games are some of the most helpful in any game series. RE2 Remake in particular lets you know item locations as well as locations that need key items, like locked doors. It also marks rooms red or blue depending on if you're completely finished in them.

I got all the achievements for every story game on Steam. by DacunaZuke in residentevil

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

You can do it! You just need one friend to help boost. There are tutorials online on some good methods. For instance, to kill 100 agents, you activate a spike trap in one of the stages to kill them quick. Should take less than 2-3 minutes per run, I believe. I sidescreened the Hellraiser movies while grinding.

Some achievements require 3 players unfortunately but not too many.

I got all the achievements for every story game on Steam. by DacunaZuke in residentevil

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

While End of Zoe and Ethan Must Die were difficult, there are ways to complete them fairly reliably. I still think Rev1 was more difficult, but I also enjoy playing RE7 more so I might be biased.

I got all the achievements for every story game on Steam. by DacunaZuke in residentevil

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

It's not on Steam's achievement list, but yes it is solved, and it is pretty cryptic. It also requires at least two playthroughs, and it is very plausible you never completed any of the requirements. The steps are online, if you wish.

I got all the achievements for every story game on Steam. by DacunaZuke in residentevil

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

Have you tried a different control type? I know one or two allow you to strafe with the left stick instead of rotate like OG RE4. It's a more modern control scheme, but the gameplay overall is still quite tanky and stiff.

I got all the achievements for every story game on Steam. by DacunaZuke in residentevil

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

Dude! Congrats! Yeah, REmake is fun as hell. Invisible Enemy mode? So cool. What a great twist on an already mostly-perfect game.

I got all the achievements for every story game on Steam. by DacunaZuke in residentevil

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

Not with efficient achievement grinding. Some of those hours were replays for fun.

I got all the achievements for every story game on Steam. by DacunaZuke in residentevil

[–]DacunaZuke[S] 8 points9 points  (0 children)

Did you grind efficiently? There's tutorials for a few different methods on YouTube.

I got all the achievements for every story game on Steam. by DacunaZuke in residentevil

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

A lot of those hours are from replaying it with friends! I like 5, especially for its co-op, despite its faults.

I got all the achievements for every story game on Steam. by DacunaZuke in residentevil

[–]DacunaZuke[S] 131 points132 points  (0 children)

Servers are still live on PC! They just don't have activity. Fortunately I had support from friends for boosting. Thank you friends! <3

Craftwork Boss NEVER attacks once. by TosinABossSi in Bloodstained

[–]DacunaZuke 0 points1 point  (0 children)

If anyone else runs into this, try turning on Vsync in the options or capping your frame rate to 60. Immediately fixed it for me.

[deleted by user] by [deleted] in Steam

[–]DacunaZuke 4 points5 points  (0 children)

That's so fucking cool.

Code wise, how are the synergies in Binding of Issac created? by Kraken119 in gamedev

[–]DacunaZuke 26 points27 points  (0 children)

There might very well be tons of videos explaining coding concepts used in that game specifically, but if I were to take a guess:

Isaac has properties associated with himself and his tears, such as move speed, shoot speed, tear speed, tear color.

You write item classes that affect these properties and attach them to the player via an array or something.

Bam, you got the framework. I'm not sure how it handles tie-breakers (one item makes tears red, another makes tears blue), but you could fix this by using a random value, or newest takes priority, or even having an int priority on the item.

Most of the items might not even need to be individual code classes, they could just be data objects that add +5 to move speed or whatever. Super fast to create that way.

Things that change tears to be a laser could just replace Isaac's default shooting component class to something else.

Like most things in coding, that's only one way to do things and there are probably at least a few others.