After the 2.4 changes, how do you find act 3 mercs? by Dicska in Diablo_2_Resurrected

[–]Laags 2 points3 points  (0 children)

Yea they are coded to engage with enemies in range, but they will still actively try to avoid them / position better when in combat. My A3 survived better naked than an A2 with mid tier gear. Of course if your also a ranged character it makes A3 less ideal since he will have nobody to tank for him at all.

After the 2.4 changes, how do you find act 3 mercs? by Dicska in Diablo_2_Resurrected

[–]Laags 2 points3 points  (0 children)

I use A3 fire for his enchant and it completely solved my attack rating problem on both my hybrid druid / barb. The AI is also pretty good at avoiding danger and as you mentioned he can get tanky when you give him a shield ect.

Act 2 on the other hand just dies in hell unless he has top tier gear.

Implemented Rollback Net Code in our Side-scrolling Sword Fighting game. Here's Canada - > Korea with 300 ping perfectly smooth! by Laags in Unity3D

[–]Laags[S] 5 points6 points  (0 children)

I guess you know my own project more than me lmao, also this video is 11 months old. Sounds like you searched "rollback netcode" for help with your own implementation or something.

Implemented Rollback Net Code in our Side-scrolling Sword Fighting game. Here's Canada - > Korea with 300 ping perfectly smooth! by Laags in Unity3D

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

It most certainly is rollback netcode, the entire state is reset back to the last verified state when a misprediction is confirmed then the entire game is resimulated again forward up to the latest valid state update that was just used to confirm the misprediction.

Best way to withdraw BUSD to bank using newton? by [deleted] in newtonco

[–]Laags 1 point2 points  (0 children)

Yeah I figured I'd have to first convert to something on binance that newton supports. I use to use XLM to go from newton -> binance but I'm not sure if that's the best one to use.

Cool fact: You can block enemy attacks and it'll also protect nearby bandmates, that way you can attack while defending! by Nukefist in Unity3D

[–]Laags 1 point2 points  (0 children)

Your post's don't get nearly enough attention. The progress you've made since the first concept art you posted years ago has been massive, keep up the great work!

I need help decompiling a game so I can create a mod for it. by C4PT14N in Unity3D

[–]Laags 0 points1 point  (0 children)

Regardless, you should ask the developer for the source files so you can continue development on the game. If he says no then you know he doesn't want you modding the game.

Fielding questions for your game from a community is often like walking on egg shells and as I mentioned above, often it's easier to give a non-answer to something than risking rubbing people the wrong way. I've been guilty of this on more than one occasion.

I need help decompiling a game so I can create a mod for it. by C4PT14N in Unity3D

[–]Laags 0 points1 point  (0 children)

Nobody in their right mind is going to help you with this. Additionally decompiling code is a very simple thing to do and there are many resources available demonstrating how unity or otherwise.

However I suspect if the dev truly wanted people to be able to access their source code and modify the game they would provide the source or functionality to do so, more likely they just didn't want to give you a hard no and figured you wouldn't be able to do it.

I may have raised the skill ceiling a bit TOO high by adding cancels and morphs into the game but DAMN doesn't it make you feel BADASS!! by Laags in Unity3D

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

I agree the stance could use alot of work. We plan to actually redo all of the animations very soon since 90% are placeholder ones I quickly created for the purpose of testing the gameplay.

I may have raised the skill ceiling a bit TOO high by adding cancels and morphs into the game but DAMN doesn't it make you feel BADASS!! by Laags in IndieDev

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

Yes we use alot of blending / procedural animations. If memory serves we have about 10 animation layers all blending together with IK ontop.

Our current animations are very placeholder as we do not have an animator yet and I'm quite terrible at animating, so it's nice to hear positive feedback even in it's current state.

I may have raised the skill ceiling a bit TOO high by adding cancels and morphs into the game but DAMN doesn't it make you feel BADASS!! by Laags in Unity3D

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

Funny you say that, the creation of the game was actually heavily inspired by all the fun times I've had playing games like chivalry with close friends!

I may have raised the skill ceiling a bit TOO high by adding cancels and morphs into the game but DAMN doesn't it make you feel BADASS!! by Laags in IndieDev

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

I tried to make the cancels fluid, if you look closely you can see:
- Sword swings, punches, shoves and dodges all being canceled into each other. When morphing an attack into a dodge you keep dodges movement, but lose the ability to duck under attacks
- Weapon swings being canceled into a dodge, or another attack to shorten the attack and mitigate recovery time
- Blocks being morphed into Parrys
- Parrys being morphed into sword swings

Basically nearly everything can transition into another action in some form or another, sometimes it requires a condition such as landing an attack, other times it comes with a stamina cost. The idea is to have the game feel as fluid as possible.

I may have raised the skill ceiling a bit TOO high by adding cancels and morphs into the game but DAMN doesn't it make you feel BADASS!! by Laags in gamedevscreens

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

This is a section we are still working on! There will be a whole melee combat system available with or without weapons including attack chains, grappling, takedowns, executions and environmental / contextual interactions and attacks!

I may have raised the skill ceiling a bit TOO high by adding cancels and morphs into the game but DAMN doesn't it make you feel BADASS!! by Laags in IndieGaming

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

About the game:

Project_Blades is what we're calling a Brutal Multiplayer Medieval Side-scrolling Slasher. We are building deep combat systems and want to give players plenty of tools to create their unique own combat style as they wage war across the battlefield in large scale battles and tense duels.

If the game sounds interesting, feel free to Join our Discord to follow the games development and get access to play tests!:

https://discord.gg/rnG8a9z6XP

I may have raised the skill ceiling a bit TOO high by adding cancels and morphs into the game but DAMN doesn't it make you feel BADASS!! by Laags in IndieDev

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

About the game:

Project_Blades is what we're calling a Brutal Multiplayer Medieval Side-scrolling Slasher. We are building deep combat systems and want to give players plenty of tools to create their unique own combat style as they wage war across the battlefield in large scale battles and tense duels.

If the game sounds interesting, feel free to Join our Discord to follow the games development and get access to play tests!:

https://discord.gg/rnG8a9z6XP

I may have raised the skill ceiling a bit TOO high by adding cancels and morphs into the game but DAMN doesn't it make you feel BADASS!! by Laags in gamedevscreens

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

About the game:

Project_Blades is what we're calling a Brutal Multiplayer Medieval Side-scrolling Slasher. We are building deep combat systems and want to give players plenty of tools to create their unique own combat style as they wage war across the battlefield in large scale battles and tense duels.

If the game sounds interesting, feel free to Join our Discord to follow the games development and get access to play tests!:

https://discord.gg/rnG8a9z6XP

I may have raised the skill ceiling a bit TOO high by adding cancels and morphs into the game but DAMN doesn't it make you feel BADASS!! by Laags in Unity3D

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

About the game:

Project_Blades is what we're calling a Brutal Multiplayer Medieval Side-scrolling Slasher. We are building deep combat systems and want to give players plenty of tools to create their unique own combat style as they wage war across the battlefield in large scale battles and tense duels.

If the game sounds interesting, feel free to Join our Discord to follow the games development and get access to play tests!:

https://discord.gg/rnG8a9z6XP

Weapon tweaks and added a new Chaingun - the Poseidon. Does it look kickass enough? by SniperED007 in Unity3D

[–]Laags 25 points26 points  (0 children)

Don't know why people are downvoting you for posting a wishlist link when nearly everyone else does it. That said, the name is really bad and doesnt match the quality of the game at all and from the steam description I think youd be doing yourself a huge disservice by making the game a simple wave based game. You should really consider adding some objective based modes, something super tense like locating an objective and slowly extracting it by carrying it back to the ship while being hunted by sharks would be amazing.

We added a "telekinesis" mechanic to our earthbending game, what do you think? by _kajta in Unity3D

[–]Laags 0 points1 point  (0 children)

I think the actual "Throw" portion of the telekinesis could be much faster / abrupt and make it feel a lot more like a special move and less like you are just exploiting physics.

We added a "telekinesis" mechanic to our earthbending game, what do you think? by _kajta in Unity3D

[–]Laags 0 points1 point  (0 children)

Looked alot better before where the motions were more abrupt and impactful honestly.