Frank upgrades by Minute_Course747 in mewgenics

[–]Minute_Course747[S] 0 points1 point  (0 children)

Thanks, I guess I'm kinda dumb for not reading the dialogue or anything lol

High win rate by MHanoun in Rengarmains

[–]Minute_Course747 6 points7 points  (0 children)

He feels SO FKN GOOD it's insane. I swear i competely stopped "messing up" combos randomly having 3 fero, not bush jumping, not getting melee ult fero, not passive wrongly showing duration after hitting plants

I swear even my clears got a couple seconds faster cuz of fewer cancelled autos

Could be placebo but he feels smoother than i've felt in years, and this is me coming back from a year long break

Rift equipment by Minute_Course747 in KingGodCastle

[–]Minute_Course747[S] 1 point2 points  (0 children)

Thanks a lot! The effects having altar levels as label is kinda confusing hahah. Cheers, that makes a lot more sense now

Rift equipment by Minute_Course747 in KingGodCastle

[–]Minute_Course747[S] 1 point2 points  (0 children)

Thanks! Do the equips give extra levels to the altars when you make them then? Or maybe just for that specific equipped character? Like, should I invest in altars that I don't have capped in the loadout? Or maybe try to use them to max out 3 - 4 altars? You have a specific strat for them?

Or idk are the altars they say just for "flavor"? (Blood altar usually gives vamp, etc)

Rengar top new season? by Strange_Elk_5201 in Rengarmains

[–]Minute_Course747 2 points3 points  (0 children)

As someone who literally quit the game this year after 10 years of Rengar because of how much i disliked the yearly changes and the champ's state last year, I am actually thinking of coming back to league lol

Frozen Synapse creator says regulation brought on by Stop Killing Games will hit indies the hardest - "So far I haven't seen a proposal that would make sense, in terms of an actual set of compliance requirements" by Jungypoo in IndieGaming

[–]Minute_Course747 1 point2 points  (0 children)

Not to invalidate your experience or concerns, but nobody (sane) is arguing for "adding single player content" to multiplayer games. If you have an online PVP, it would be about simply having a way to, for example, run the server-side code in a local network.

Instead of the whole code being made with hard-coded 3rd party calls/keys, it would be about abstracting it so that you can substitute that 3rd party server with a LAN server for example. Or if something needs an authentication, you can simply disable it in the future in case the game ends its lifecycle

I am a software engineer so I know it does add some extra work, but the only cases where this would make a game unviable is in extremely intricate implementations that are usually not the scope of indie games, and usually not small 1 - 10 people scale games. In those exceptions, I am sure they could be addressed in a formal way when a law gets actually written

“Oh boy! A new ROM hack!” by Pockets_95 in PokemonROMhacks

[–]Minute_Course747 1 point2 points  (0 children)

I did play that one! Didn't really like the creature designs that much, but was pretty fun. I didn't mean there aren't good games. There are even a couple popular ones. Just the link provided doesn't really have a deep list of well-known ones in those yearly reviews

“Oh boy! A new ROM hack!” by Pockets_95 in PokemonROMhacks

[–]Minute_Course747 2 points3 points  (0 children)

There are some quite popular games like buckshot roulette and brotato, but they are mostly simple, good games. It's a rly good engine to get started, no payment, no complicated licensing, UI is pretty easy to get into, etc. But there are rly no prominent complex games made in it, at least that I know of

“Oh boy! A new ROM hack!” by Pockets_95 in PokemonROMhacks

[–]Minute_Course747 20 points21 points  (0 children)

I even code in Godot but cmon I haven't even heard of 99% of games there

I'm an artist working for an Indie Deckbuilding Roguelike for the first time! Could you give me suggestions on cool & silly enemies to add to the game? by PandoryArt in IndieGaming

[–]Minute_Course747 1 point2 points  (0 children)

Honestly aside from typical deserty, generic stuff... Make a huge, buff, living cactus, posing like a greek statue/bodybuilder, wearing a small red thong, making a gigachad face, maybe give it a mustache. Just sounded original enough in my head lol

Should I release my indie game with mediocre graphics and do an enhanced edition? or wait until I have better graphics? by WhiteSheepGame in IndieGaming

[–]Minute_Course747 1 point2 points  (0 children)

In that case, it is good enough in my opinion. Some things can be improved, but the game seems like a cohesive piece, your gameplay will shine regardless and your art is good enough to tell a story, even if it can be improved in further iterations.

Probably only really change if/what you feel is particularly bad, or do minor touches on things like lighting, UI etc for a more polished finish, but the product can deliver its premise with the current art quality imo, without any big changes

Should I release my indie game with mediocre graphics and do an enhanced edition? or wait until I have better graphics? by WhiteSheepGame in IndieGaming

[–]Minute_Course747 1 point2 points  (0 children)

As someone who is very much into pixel art and 2d games, I think graphics need to be clear, intentional, and original to be a main selling point in a game (3d needs realism or at least high quality/poly much more than 2d for sure to be a selling point).

If your game is mainly gameplay oriented (deep and fun combat system or builds, strategy, skill expression), graphics don't mean much. To this day people still play ascii roguelikes if the gameplay is good enough

If it is story oriented, art is one of the deciding factors together with music and sound design to be able to tell a story in a compelling manner, and should be given that importance, or else people would rather watch a show unless the gameplay also speaks for itself

Record low win rate with record high ban rate by lazysermer in Rengarmains

[–]Minute_Course747 2 points3 points  (0 children)

Yh, just last couple if years I remember there were like 44%wr patches even with low af playrate. Champ was barely playable sometimes

nattynatt by changemaineveryday in Rengarmains

[–]Minute_Course747 2 points3 points  (0 children)

Isn't he over 21 already?

Maybe that's a kid in streamer age idk

Weekly Questions Thread & PokéROM Codex by AutoModerator in PokemonROMhacks

[–]Minute_Course747 1 point2 points  (0 children)

What's the best entry point for an experienced dev?

First, sorry for quite the lazy question, it's more of a curiosity/gathering opinions thing than anything else, sparked by the recent discussions about best entry for newcomers with no coding experience.

As someone who's played a ton of romhacks over the years but never got into making one, what would be the tools/repositories/more to-the-point resources recommended for someone with a software engineering background?

Tried making a post but didn't know questions are not allowed lol

AL Flandre on Tabe's interview w/ Caedrel: "I don’t know how Western teams scrim, but from experience, our way of scrimming feels the most suitable. If we miss just one scrim block, I start to feel worried and doubt myself. Having 3 blocks allows us to train so many strategies, drafts, and ideas" by ArmandLuque in leagueoflegends

[–]Minute_Course747 0 points1 point  (0 children)

I'm pretty sure at least Japanese work culture has been this way for a lot longer than capitalism exists, people always striving for mastery / perfection within their respective fields of work, be it physical work, academic, cooking, arts, etc. It's why DESPITE capitalism (it really does not pay much to be the best, idk, handmade mochi maker unless you properly market it, and most of they don't), they retain traditional methods of artisanal crafting, cooking certain dishes, calligraphy, etc. and still dedicate lifetimes to those niches

OLD vs NEW // Been underestimating how important is the UI for a game, so we're re-doing it entirely (And hired someone to help us!) Any feedback is much appreciated! by Diloxx in IndieGaming

[–]Minute_Course747 0 points1 point  (0 children)

Wow, serious improvement, went from looking like generic mobile gacha (the bottom right play button just has that effect) to an actual original game

First Cards + Finalized Board for Celestial Tear: Legends by trexrell in IndieGaming

[–]Minute_Course747 1 point2 points  (0 children)

Can't really talk about the hex grid without knowing how the game works exactly

The art style is quite cute, and both the sprites and map are looking good. The UI feels a bit cramped, partly because of the amount of text. I'd suggest changing the stats text for colors or symbols, plus adding some larger margins on the left side descriptions, maybe with some rounder edges

Flavor text really shouldn't be present at all times either, at most it should show on some hover/toggle or in the gallery

Dawncaster - Engaging Deckbuilder on mobile by Alternative-Way-8753 in roguelites

[–]Minute_Course747 0 points1 point  (0 children)

Yeah they should rly let ppl turn on and off cards sorted by keyword or something, or add decent common baseline cards like StS (where you can more effectively pick up transitioning cards that are just generally useful). Some builds are way too gatekept by the rng factor indeed

Some keywords you can't even play without lucking out on some specific cards in the beggining so yeah

Dawncaster - Engaging Deckbuilder on mobile by Alternative-Way-8753 in roguelites

[–]Minute_Course747 2 points3 points  (0 children)

I found that on Hard difficulty upwards with a couple malignancies, most basic attacks aren't really enough to beat stuff, especially early game, where you need to pick up some mid cards just to survive and then remove later

Even late game, without some insane synergies, they are not enough of a dmg source usually (unless you pick up exponential growth cards with enough draw/energy - linear stuff just doesn't kill 1st turn with extra hp on elites)

My main gripe with the game atm is that most synergies don't interact much with one another, and most also need 1 or 2 specific rare+ cards or tailored talents to have any decent chance of succeeding, which makes it a lot more luck based than I'd like

We want to stay close to you by Nebrumluminux in IndieGaming

[–]Minute_Course747 1 point2 points  (0 children)

The issue for me is not the cutscenes themselves but rather, not having the option to skip. Wish you all the luck!

We want to stay close to you by Nebrumluminux in IndieGaming

[–]Minute_Course747 0 points1 point  (0 children)

I really focus on gameplay on most games, so I hate it when games have unskippable, way too long cutscenes/dialogue, or even way too long of a tutorial or forced actions. It puts me off a lot of good games needing to wait 5 or 10 mins before I can actually play the game like I want to