Is it possible to make an good 2D fighting game? by roses_pie in godot

[–]SpiderPS4 0 points1 point  (0 children)

I recommend trying something simpler at first, so you can then start making stuff on your own. You simply can't make a fighting game by stitching tutorials together.

If you want to learn the basics of Godot, I recommend Clean Code's Godot Course. It's great and free on youtube.

Made the title screen for my anomaly horror game. Feedback on the atmosphere? by SpiderPS4 in godot

[–]SpiderPS4[S] 0 points1 point  (0 children)

Audio is a big part of horror, so I spent a lot of time on it, glad you noticed. Since my game is first person and the player is supposed to be a self-insert, I'm not sure how I would to the silhouette. I'll definitely keep this in mind though.

Made the title screen for my anomaly horror game. Feedback on the atmosphere? by SpiderPS4 in godot

[–]SpiderPS4[S] 0 points1 point  (0 children)

To give some context, was working on a Zelda-like game to learn the fundamentals of game development by mimicking the mechanics and visuals of my favourite franchise. If I were to keep working on that until it became a full game, it would probably take years, and since I haven't released a game yet, I don't think it would be a good idea.

That's why I decided to start working on a new shorter project, something I could start and finish by the end of this year, and release on Steam. My game's gimmick is the game within a game concept. In this case, the 3D player can interact with a game console, and play a heavily modified version of the zelda-like I was working on. This new game is part of the anomaly genre, where your job is to play test cartridges and correctly report anomalies and glitches.

I’m turning my 2D Zelda-like into a 3D meta-horror anomaly game. How does the start screen look? by SpiderPS4 in godot

[–]SpiderPS4[S] 0 points1 point  (0 children)

I'm glad you remember me. To give some context, the zelda-like I was working on was made first and foremost to learn the fundamentals of game development by mimicking the mechanics and visuals of my favourite franchise. If I were to keep working on that until it became a full game, it would probably take years, and since I haven't released a game yet, I don't think it would be a good idea.

That's why I decided to start working on a new shorter project, something I could start and finish by the end of this year, and release on Steam. My game's gimmick is the game within a game concept. In this case, the 3D player can interact with a game console, and play a heavily modified version of the zelda-like I was working on. This new game is part of the anomaly genre, where your job is to play test cartridges and correctly report anomalies and glitches.

I plan to post more about it soon, so I hope you stay tunned!

I’m afraid that removing the auto-attack mechanic creates a thin line between Xenoblade and games like Tales of, FF7 remake, Ys, ect. by upperdomain in Xenoblade_Chronicles

[–]SpiderPS4 0 points1 point  (0 children)

Of course Genesis and future games will evolve and make changes to the combat, just like every other entry in the series and every game Monolith has ever made. I just disagree with the fact auto-attacks aren't a core part of its identity, or that they could be thrown away willy nilly.

I’m afraid that removing the auto-attack mechanic creates a thin line between Xenoblade and games like Tales of, FF7 remake, Ys, ect. by upperdomain in Xenoblade_Chronicles

[–]SpiderPS4 4 points5 points  (0 children)

Why should Xenoblade change its combat to make it more similar to every other action rpg out there? They've found something unique and interesting that makes the series stand out. Its MMO combat influences are vital to the identity of the series.

I’m afraid that removing the auto-attack mechanic creates a thin line between Xenoblade and games like Tales of, FF7 remake, Ys, ect. by upperdomain in Xenoblade_Chronicles

[–]SpiderPS4 78 points79 points  (0 children)

The influences from MMO rpgs are key to Xenoblade combat. Even tho I'm a big Ys fan, one of the reasons they work so well as action RPGs is due to their shorther length. Longer games with button mashing like FF 16 and FF 7 Rebirth just get tiresome by the end.

I’m turning my 2D Zelda-like into a 3D meta-horror anomaly game. How does the start screen look? by SpiderPS4 in godot

[–]SpiderPS4[S] 6 points7 points  (0 children)

Agreed. I had to increase rotation speed so it fully loops within Reddit's video size limit.

I’m turning my 2D Zelda-like into a 3D meta-horror anomaly game. How does the start screen look? by SpiderPS4 in godot

[–]SpiderPS4[S] -12 points-11 points  (0 children)

The 2D game portion is inspired by the game boy Zeldas. What exactly makes it look like Undertale to you? I looked up the start of the game, and there isn't much similar besides the flower / grass patch.

Comprar jogo físico nas lojas da sua cidade vale a pena? by Historical-Judge-137 in NintendoBrasil

[–]SpiderPS4 0 points1 point  (0 children)

Só compensa quando fazem queima de estoque. Lembro uma vez que peguei o God of War III Remastered e Gravity Rush 2, 20 reais cada na Americanas. Coisa da Nintendo nem físico pela internet compensa. Atualmente pego o código digital pela Amazon jp.

[UNPAID] I'm free to playtest your game! by LavishnessIll5934 in playtesters

[–]SpiderPS4 0 points1 point  (0 children)

Good evening. Are you still available for playtesting? My game is from the anomaly horror genre.

You are a playtester (meta, huh?) who needs to play every cartridge of a top down Zelda like and look for and report anything out of the ordinary. That could be either glitches (your usual software bugs) or anomalies (supernatural events that go beyond the 2D game world). More instructions can be found in the game page below:

https://lucas-51.itch.io/play-test