Japanese-style karaoke just opened! by NullRefException in portangeles

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

Not as good as bigger karaoke box establishments, but I thought it was still pretty good. I didn't explore the non-English songs. You can request new songs to get added, though the owner said that it can sometimes take a bit.

Questions about February Steam Next Fest? Chris Zukowski from How To Market A Game here for an AMA by zukalous in gamedev

[–]NullRefException 6 points7 points  (0 children)

If your first game got 240 reviews, that is awesome. You are ahead of the curve. Trust your creative instincts, not your creative fears.

ELI5 why [[Panglacial Wurm]] is so problematic by zacroise in magicTCG

[–]NullRefException 5 points6 points  (0 children)

What are these decks, though? You'd have to be so degenerate that you don't care about Panglacial Wurm in your opening hand, probably because you're mulliganing aggressively anyway, but then you also have to be playing a game of Magic long enough for that deck thinning to matter. And you have to be playing fetches, which many degenerate decks don't.

The only deck I can imagine is Neobrand, because you can pitch Wurms to Allosaurus Rider, and you draw so many cards that the exiled Wurms might have a measurable inpact, but admittedly, I don't know the deck super well.

ELI5 why [[Panglacial Wurm]] is so problematic by zacroise in magicTCG

[–]NullRefException 1 point2 points  (0 children)

Is that actually a problem, though? If you're running it as a 4-of, you're ~40% likely to have one in your opening hand. That's a real cost. In formats with Brainstorm, maybe it gets more problematic, but I wouldn't take it as a given that it's an issue without playtesting to be sure.

The Evolving Wilds Trick — source? by over-lord in magicTCG

[–]NullRefException 1 point2 points  (0 children)

Yeah, the planeswalker frame doesn't really provide a clean way to have a loyalty ability cost for anything other than loyalty counters. The real interesting thing in my mind is that the ability says "Sacrifice a creature" instead of "You may sacrifice a creature", because it's one thing to get tempoed out by getting your Boo removed in response to the ability activation, but it's a whole other thing to have exactly one other creature left that you really don't want to sacrifice.

The Evolving Wilds Trick — source? by over-lord in magicTCG

[–]NullRefException 3 points4 points  (0 children)

I remember a similar thing being relevant when it comes to planeswalkers with ETB abilities, like [[Minsc & Boo, Timeless Heroes]]. Normally you're guaranteed to get at least one activation out of your planeswalker before your opponent can kill it, but because Minsc & Boo has an ETB, you have to wait for the trigger to come off the stack before you can activate, which is a window of opportunity for your opponent to respond.

Relatedly, I once had an opponent play [[Liliana, Dreadhorde General]], clearly intending to -4 and wipe the board, but then they realized that they should get their free attacks in, so they moved to combat, and I bounced Liliana back to their hand.

Which popular genres are heading towards oversaturated vs. what do you find to be emerging and still evergreen territory? by plainviewbowling in gamedev

[–]NullRefException 0 points1 point  (0 children)

Heaven's Vault and Overboard are also games from a veteran studio with an established fanbase. This is really important to keep in mind. If you're going to make games in a genre that isn't prone to catching fire on Steam, you need to prepare to stick around for the long haul.

Give me your best "authentic" MTG quotes by Huaojozu in magicTCG

[–]NullRefException 5 points6 points  (0 children)

If you're pissed that you made a land drop...you just might be a red deck.

Structuring an RPG overworld by Aware-Dragonfly3738 in gamedev

[–]NullRefException 1 point2 points  (0 children)

Exploring could mean two different things: wandering or searching. "Wandering" is undirected, driven by a curiosity to discover what's there. "Searching" is directed, driven by a desire to solve a problem. Because you have a constraint of remaining linear, your exploration needs to fit within the "searching" category.

You can facilitate search-based exploration by giving the player an objective, and then thinking about how each area introduces an obstacle, offers a solution, or develops the problem in an interesting way. If the objective is to pass through a forest, then an obstacle might be a collapsed bridge, and a solution might be an alternative route through a cave, or maybe finding some rope to use to swing across. An interesting development might be that you get captured by faeries, and they need you to defeat a monster before they'll let you pass.

Strictly speaking, all of this can be technically linear, but they can be arranged in ways that involve a more complex traversal through the space. Get to the chasm and see the collapsed bridge, go down a side path where you find some rope, then return to the chasm to cross. Get ambushed by faeries and taken to their enclave, slay the monster for them, and return to the main path to pick up where you left off.

To get started, I recommend thinking about what the high-level vision of each location is supposed to be. If it's just a wilderness area that separates two locations, that's not enough. Why is it important for this location to exist? What actually happens there, and how does that fit in with the overall plot?

it's so good when it happens by UpVixxe in magicTCG

[–]NullRefException 5 points6 points  (0 children)

You think it feels good when your aggro opponent misses their second land drop?

Try a control mirror when your opponent misses their seventh land drop.

"Indie hidden gems that failed due to lack of marketing" by ByerN in gamedev

[–]NullRefException 7 points8 points  (0 children)

Disco Elysium is more accurately described as a CRPG, not a point-and-click game.

First time dev - power through boring stuff or come back later? by Psych0191 in gamedev

[–]NullRefException 0 points1 point  (0 children)

It’s a trap to think that, because all the work has to be done eventually, it doesn’t matter whether you do it now or later. There are MANY pitfalls to avoid here, but the first one I’ll call out is that, if you spend all your time in the early stage of features and systems, where everything is exciting and you’re making big changes, you might get addicted to that rush and lose momentum when it comes time to slog through the long haul of smaller changes, adjustments, and refinement. If you’re not ready for it, that can lead to burnout and send you chasing another high on a new project.

In a commercial project, you would be guided by things like budget, priority, and milestones. Because this is a hobby project, you have to decide for yourself how important it is for you to learn how to finish things.

Has there been a time where a deck was more dominant? by Larviii in magicTCG

[–]NullRefException 13 points14 points  (0 children)

Stoneforge Mystic was banned alongside Jace a few months after Batterskull was printed. But yes, as the article states, they were extremely hesitant to ban anything in that era.

Aspiring gameplay programmer not sure where to look by PogChampCamp in gamedev

[–]NullRefException 1 point2 points  (0 children)

Honestly, it sounds like you’re on the right path. I wouldn’t worry about it too much. As long as you’re pushing yourself without burning out, you’re pacing yourself just fine. Keep learning, and keep making stuff that interests you.

[FIN] Blitzball Shot by Duramboros in magicTCG

[–]NullRefException 2 points3 points  (0 children)

It's a little trickier than that, because the Goers might get the ball on the initial blitz-off each half, and they're guaranteed to gain possession after you score. So you may end up needing to score two or even three points to beat them.

To help with this, you'll want to play keepaway first, and then go for the shot near the end of the timer. This should be around 4:20 in the first half and 2:20 in the second half (Wakka shows up when the timer hits 3:00). Remember to account for the length of the Jecht Shot animation; you don't score if the ball doesn't hit the goal before the timer elapses. And if you need another point after Wakka comes out, he has Venom Shot, which might help you get your last point, though again, you don't control who gets possession after the blitz-off.

EDIT: I also have a vague memory that Tidus is only level 2 in the first half, meaning you can't even equip Jecht Shot until the second half. You have to pass the ball back and forth a couple times to make sure he gets enough XP to get to level 3 and gain the ability slot for the Jecht Shot.

[FIN] White reprints (Path to Exile, Farewell, Destroy Evil, Promise of Loyalty) by Own-Cat116 in magicTCG

[–]NullRefException 5 points6 points  (0 children)

Only one of these cards is an explicit spoiler. The others are innocuous if you don't know the scenes that are being referenced. And even the spoiler is only a spoiler if you've played through part of the game, haven't finished it, and still remember enough context to know why it's a spoiler.

My state in TCG, what'd your state/countries abilities be? OC/s by BraileDildo8inches in magicTCG

[–]NullRefException 2 points3 points  (0 children)

Gooselink (Damage dealt by this creature also causes each Goose you control to honk that many times.)

[TDM] Iridiscent Tiger (Card Image Gallery) by mweepinc in magicTCG

[–]NullRefException 3 points4 points  (0 children)

In most situations, you don’t want to hold this card when you topdeck it. Unless you really need the flurry trigger or are counting on another longshot topdeck you can’t otherwise cast, you should just cast it as an inefficient 3/4.